[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
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc at ix.netcom.com /*\--
--/*\ Mud Server Developer's Page <http://www.netcom.com/~jlsysinc> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
More information about the MUD-Dev