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Re: [MUD-Dev] common server design
At 07:25 PM 6/25/97 PST8PDT, Chris wrote:
>[Caliban:]
>
>:> To a certain extent, yes. But, the facilities available in the server
>:> will influence what make sense in designing the way in which things like
>:> rooms, objects, commands, etc. are put together.
>:
>:However, this also results in the commands being fitted to the server
>:instead of
>:the user. The user has to use the commands, so the user should be the
>:primary
>:concern in designing a command structure.
>
>I have to disagree. User input is important, yes, but you cannot ignore
>the realities of implementation. Some ideas are just plain not workable,
>regardless of what uninformed users might think.
My experience concurrs... and add to that the fact that very very few users
really have the ability to conceive new ideas... they will just tell you
what they like from other games or settings... useful but only up to a
point. Users really seldom know what they really want until they see it.
Jeff K.
- Thread context:
- Re: [MUD-Dev] common server design, (continued)
- Re: [MUD-Dev] common server design,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 24 Jun 1997, 13:03 GMT
- Re: [MUD-Dev] common server design,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 26 Jun 1997, 09:00 GMT
- Re: [MUD-Dev] common server design,
Jeff Kesselman jeffk#tenetwork,com, Thu 26 Jun 1997, 13:57 GMT
- Re: [MUD-Dev] common server design,
Caliban Tiresias Darklock caliban#darklock,com, Thu 26 Jun 1997, 16:09 GMT
- noise,
Alex Oren alexo#bigfoot,com, Thu 26 Jun 1997, 16:49 GMT
- Re: [MUD-Dev] common server design,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 26 Jun 1997, 12:00 GMT
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