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[MUD-Dev] Re: MUD Design doc (long)
Thinus Barnard wrote:
>
> Caliban Tiresias Darklock wrote:
> > Intuitive action is not always correct.
> If you have a room with lots of flowers then tell the player in the
> room description the flowers smell like the air right after a short but powerful
> thunderstorm. Why put the verb in?
> What is the
> payback for supporting all these commands? A conversation between two players:
> Monica: O Bill, you must check out this mud, you can smell, throw, tickle, lick
> and excite everything.
> Bill: Not now, I just went to war. I am in charge of a small squad that has to
> infiltrate the lands of the evil baron. If our squad can locate the poison first
Now, how is Bill going to identify the poison? Will it be sitting
around in a nice bottle labled 'poison'? Will he drink from every
unidentified bottle he finds to see if it is the poison? Or will he see
if the bottle smells of burnt almonds?
Mik
--
http://www.geocities.com/SoHo/Cafe/2260
- Thread context:
- [MUD-Dev] MUD Design doc - Combat, (continued)
- [MUD-Dev] Re: MUD Design doc (long),
Koster, Raph rkoster#origin,ea.com, Thu 17 Dec 1998, 15:15 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Thu 17 Dec 1998, 23:12 GMT
- [MUD-Dev] Re: MUD Design doc (long),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 18 Dec 1998, 12:58 GMT
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