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[MUD-Dev] Re: darkness/visibility
[Travis S. Casey:]
>That's one problem. However, there is another, more subtle reason to "get
>more complex" -- it helps to separate player knowledge from character
>knowledge.
>
>The *player* may know that there's an object in that dark room, from
>previous play with another character. However, the *character* may not
>know that, never having been in that room before. In that case, you may
>not wish to allow the player to simply go ahead and have the character do
>something with that object.
I recall some discussions on this before, but don't recall any
conclusions. I'll bow out here by saying I don't find trying to separate
the character's knowledge from the player's knowledge worth the vast
effort, and the cooperation needed from the player. Personal opinion
only, of course - I'm not heavily into roleplay.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- [MUD-Dev] Re: darkness/visibility, (continued)
- [MUD-Dev] Re: darkness/visibility,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 14 Jun 1998, 21:11 GMT
- [MUD-Dev] Re: darkness/visibility,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 24 Jun 1998, 03:47 GMT
- [MUD-Dev] Re: darkness/visibility,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 25 Jun 1998, 03:14 GMT
- [MUD-Dev] darkness/visibility,
Oliver Jowett oliver#jowett,manawatu.planet.co.nz, Thu 11 Jun 1998, 03:03 GMT
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