[MUD-Dev] There can be.. only ONE!

Jon A. Lambert jlsysinc at ix.netcom.com
Wed Apr 15 23:35:00 New Zealand Standard Time 1998


On 15 Apr 98 at 19:28, Vadim Tkachenko wrote:
> Richard Woolcock wrote:
> > 
> > Just imagine the chaos you could cause if each player/team had their own
> > 'version' of the map ;)  You could also have things like deathtrap rooms,
> > anti-gravity rooms (fall upwards), pits (fall downwards), teleportation
> > rooms, and so on...depends how obscure you want the world to be.
> 
> But the question is, do you really want the world do be SO obscure? What
> is a point? Once again, IMHO it should be predictable enough to motivate
> the exploration - well, probably the things you're talking about just
> shouldn't be accessible for newbies, because it may just repel them (you
> get tired quickly, if you don't feel you're in control or at least have
> a clue of what's going on).
> 

In general, exploration has tended to be highly over-valued as a game 
design direction on this list.  In Matt's proposed mud, I would think 
the desire for exploration would merely be a side-effect of trying to 
gain a small tactical advantage and be of relatively short duration
and usefulness.  

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