[MUD-Dev] Re: Suggested theme
cg at ami-cg.GraySage.Edmonton.AB.CA
Fri Jun 26 07:58:06 New Zealand Standard Time 1998
[KaVir at dial.pipex.com:]
>I think you misunderstand...I'm not talking about coding specific quests
>- that would be easy - I'm talking about coding a system that allows the
>mud to develop its OWN plots and quests, of which the example above could
>be a possibility.
I thought about that after my previous reply had gone out. What I
concluded is that what I had said was still valid, in that before you
could create a meta-system that could produce such quests, you needed
to flesh out a few instances of the result you wanted. Without some
examples of what you want the meta system to produce, its harder to
produce the meta system itself.
You could jump right in to producing the meta system, but doing that
without first producing, in some detail, some examples of what you
want, might lead you to a meta system that produces something that
you don't like. How easy it is to then tune the meta-system I won't
attempt to guess!
Pulling the elements of the quest from the game histories of various
players is an interesting idea. You need to be prepared to create quests
without that input however, else you can't create the first quests that
become part of those histories. I guess you could seed the system with
a few artificial players (NPC's?) with invented histories. Hmm. That
could be a viable way to produce a consistent theme.
>I'm starting to patch together ideas as to how it can be done, but I get the
>feeling that this will be a *long* project.
Nah - only a year or three! :-)
Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
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