[MUD-Dev] Random plotlines

Jon A. Lambert jlsysinc at ix.netcom.com
Fri May 9 23:54:56 New Zealand Standard Time 1997


> From: clawrenc at cup.hp.com
> 
> In <Pine.SOL.3.95.970507222009.27044A-100000 at sun-cc203>, on 05/07/97 
>    at 08:22 PM, Ling <K.L.Lo-94 at student.lut.ac.uk> said:
> 
> >Anyone considering implementing pseudo-random plotlines in their mud?
> 
> Yup, tho not exactly as random plots, but by implementing systems
> which generate plots as side-effects of their normal operation.

I'd never been very impressed with direct random generation as a
means to generate quests/plotlines.

I  have the entire collection of "Sim" games and find them quite
fascinating.  While changes at the micro level have effects that can 
be easily determinable, the changes on the macro level are much less
readily perceived (for the average human that is ).

I have no idea how easily programmable these simulations are.  I have
my suspicions that they are not that complicated for each machine.
What really impresses me is the level of game balance that is achieved
with net sum of the hundreds of these machines changing the state
of the system.  
 
> 
> What I like to try and do is to come up with a system which is self
> animating, and inherently non-deterministic, but which also allows
> players to interject themselves into to attempt to modify the
> operation.  The classic case which I've posted on here before is that
> of the Orc breeders/fighters/nobles/king etc.  Unfortunately I don't
> seem to have a good copy of it to cut'n'paste in here, so here goes
> from rough memory:
> 

The orc/warrior  scenario reminds me very much of the plot of the red/black
scenario in SimAnt.

JL




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