[MUD-Dev] Re: Mudschool

Ling K.L.Lo-94 at student.lboro.ac.uk
Wed May 13 09:01:09 New Zealand Standard Time 1998


On Tue, 12 May 1998, Richard Woolcock wrote:
> Ling wrote:
> 
> > Personally, I think there should also be a 'drop them right in the middle'
> > option on muds to improve the hook.  This could take the form of plopping
> > the player into a pre-made character in the middle of a skirmish or some
> > other adrenaline situation.

> 
> Hmmm I like that idea...but why use a pre-made character?  How about:
> 
>    Enter your name: Bubba
>    New character!  Enter a password: *****
>    [Press enter to enter the game]

     [snipped sample skirmish]

You're using a pre-made character there coz Bubba didn't go thru character
generation. ;)  That's pretty much what I meant, Bubba tries out skirmish,
gets dropped into standard stats and equipment for that particular
scenario.

> > Admittedly, I don't have a clue how to do the
> > same for rp muds, they seem to grow on you gradually (esp as rp = social =
> > other people).  Though having good rp logs available is not a bad idea.
> > Rp school will probably be shunned by those who aren't interested in the
> > first place.
> 
> Actually I think the above would be quite good as an introduction to a
> roleplaying-based mud as well, although with less emphasis on the combat
> and more on the people and world.

I once read a log to DuneMUSH and thought it was really good, it prompt me
to investigate anyway.

> You could even have a selection of different intro's, either chosen by the
> player, randomly, or dependant on class/race.

Heh, I think randomness should be left out of tutorial/intros.  More work
than necessary and would confuse newbies trying to discuss the tutorials.

As an afterthought, it would also be an idea to introduce a small
proportion of 'things to do'.  A series of intros of either unusual or
interesting situations, common tricks of the trade or completely obscure
ones which have no use in the game but coz your mud happen to be capable,
you may as well stick it in.  Eg: a game called I-War I've been playing
has a training excercise which involves docking your spaceship to
containers, accelerating towards a hopper and undocking; with enuff luck,
the containers should drift into the hopper (space basketball). 
Completely useless trick to know but the designers stuck it in coz the
game engine handles that sort of thing anyway.  Should note that there
should always be at least 80% 'cool' things in your mud that shouldn't be
revealed in tutorials.  Er, providing you're not making a run of the mill
mud. :)

  |    Ling Lo of Remora (Top Banana)
_O_O_  Elec Eng Dept, Loughborough University, UK.     kllo at iee.org


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MUD-Dev: Advancing an unrealised future.



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