[MUD-Dev] Graphic MUDS/perspectives

Koster Koster
Tue Aug 5 13:57:22 New Zealand Standard Time 1997


On Thursday, July 31, 1997 2:13 PM, Matt 
Chatterley[SMTP:root at mpc.dyn.ml.org] wrote:
> On Wed, 30 Jul 1997, Koster, Raph wrote:
> > On Tuesday, July 29, 1997 6:46 PM, Matt 
Chatterley[SMTP:root at mpc.dyn.ml.org] wrote:

> I'm not particularly into modern graphics technology - but to give 
an
> example of a game I think used good, appropriate graphics, Legend of 
Zelda
> 4 (on the SNES) was great fun for a few months, and not too hard on 
the
> eyes. It was a sort of overhead view(ish) style, which I personally 
prefer
> to 3d. This is partially related to my having the directional sense 
of a
> dead gopher stuck up a drainpipe.

Personally, I find a somewhat distanced view preferable for graphical 
muds. The first person perspective limits peripheral vision, and that 
in turn limits social interaction. The graphics technology is not yet 
up to displaying sufficient detail to convey facial expressions and 
the like except at very close distances, so even if you implement them 
as Meridian 59 did, you never stand close enough to someone to see 
them. It was an oddity in M59 that players stood spatially at great 
distances from one another, and then conversed  normally in the text 
window. The result was that for me anyway, the graphics were actually 
less immersive than the text int hat I had to bounce back and forth 
between two mental images of the conversation--one which was close 
camaraderie and the other which was shouting across a town square.

First person does however have some huge advantages in the combat 
area, particularly targeting of missiles. :)

> > For muds to evolve, they need to become unpredictable.
>
> First, they must become less predictable.

Aww, let's be ambitious. ;)

-Raph




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