[MUD-Dev] common server design

Jeff Kesselman jeffk at tenetwork.com
Wed Jun 25 23:58:33 New Zealand Standard Time 1997


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.




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