[MUD-Dev] User Interface (was: RP=MUSH/PG=MUD)
malachai at iname.com
Mon Jun 23 13:13:55 New Zealand Standard Time 1997
Marian Griffith wrote:
> On Sun 22 Jun, Jon A. Lambert wrote:
[ a morass of programming and interface stuff snipped which Jon
can explain since he wrote it ]
> I know I don't understand a great deal about computers and
> programming and thing and it doesn't bother me when I can't
> understand a post to the list. It was just that there was so much
> of it in one post that I could not understand at all what you were
> trying to say. Usually I manage to reason around the words I don't
> know very well but sometimes there's too many of them in a single
> line, like in the original post. That was what prompted me to
> write my original reply. You do not have to bother the rest of the
> people on this list with a de- tailed explanation of all of the
> above. I'm not too sure if it makes at all sense to try to explain
> everything to me. I'm really working on better understanding this
> kind of stuff but I'm afraid most of the time it doesn't make a
> whole lot of sense to me. And I can't help but wonder if it makes
> sense for me to learn about it. Should I? for this list?
That is, of course, your choice. For the list alone, my opinion
would be "no". As for this thread, rather than leaving it alone,
perhaps comment on or criticize aspects of MUD user interfaces as
opposed to how they're implemented? Me, I welcome the technical
stuff but I wouldn't want this list to become entirely technical,
since there is more to the design of a good game than that.
> For now I will leave this thread alone as being too technical for
> me to make a meaningful contribution to it.
"At any given time there is a 50% chance I've become discontinuous
on the probability axis."
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