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[MUD-Dev] Re: Room descriptions
On Mon, 28 Sep 1998, Chris Gray wrote:
> [Adam Wiggins:]
> >Again, it's just a question of whether you want to spend a lot of time
> >building/coding many interactive, reusable pieces and then building a world
> >out of those, or whether you want to spend your time making hand-crafted
> >areas and objects which are highly proprietary.
>
> I think we are currently still at the stage where the most bang for the
> buck (most user enjoyment for the developer hour) is in custom built
> stuff. Nathan's work on PhysMud, etc. seem to be a step towards having
> a full detailed world that actually works. When someone achieves it,
> the rest will be forced to follow.
Yes, that's probably true - for now. The entire evolution of creating
on the computer has been like this; create the building blocks, and use
those to pull yourself up to a 'higher level' where you can do more with
less busywork. This is no different, to me; it's just that the building
blocks for creating online worlds are still extremely crude. My hope is
that that won't be the case for too much longer.
> Well, maybe not forced, since there are still lots of fans of text
> adventures, but the mainstream commercial world will have to follow
> the leaders.
'mainstream'? 'commercial'? Bah. Er, just don't tell my employer I
said that :)
Adam W.
- Thread context:
- [MUD-Dev] Re: Room descriptions, (continued)
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Mon 28 Sep 1998, 22:41 GMT
- [MUD-Dev] Re: Room descriptions,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Sep 1998, 02:34 GMT
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Tue 29 Sep 1998, 18:16 GMT
- [MUD-Dev] Re: Room descriptions,
Koster, Raph rkoster#origin,ea.com, Tue 29 Sep 1998, 18:16 GMT
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