[MUD-Dev] The Relationship between pkers and monster AI?
Jon A. Lambert
jlsysinc at ix.netcom.com
Thu Sep 9 01:34:31 New Zealand Standard Time 1999
From: Matthew Mihaly <diablo at best.com>
>I am a bit perplexed by all this discussion as to why people p-kill. I'm
>also annoyed by the characterization of p-killers as immature kids, etc.
I agree. Note by accepting this premise, further discussion of the topic
can only be conducted by the immature. Your annoyance is justified.
>Muds, unlike the table-top games
>which erroneously are used as the model for muds, allow you to pit player
>against player, and as someone pointed out, players are and are going to
>continue to be (for a long time at least), a lot more interesting as
>opponents than monsters.
I don't think think the model is erroneous. In most table-top games player
cooperation, alliance and dependencies are key features of the game.
Group solutions to obstacles, problems and quests is critical to the
enjoyment of the game. Well run table-top FRPGs allow every character
to become a feature player at several points during an adventure and at
different times during a campaign. I think the implementation of the
model has been less than satisfactory. Many quest oriented games
encourage (or mandate) individual solutions to obstacles. Many heavy
roleplay MU*s have a relatively fixed and small set of feature characters,
particularly those based on existing works (Pern, StarTrek, Babylon 5,
WOT, etc.) These are generalizations of course, but I think it can and
will be done well.
>I don't, incidentally, discount the interaction gotten from teaming to go
>take out a monster, though I think that this is still a relatively
>backwards and primitive gaming model and a leftover from table top games
>(I'm not dissing table top games. They have their strengths, and muds have
>their strengths. Most muds ignore the potential of muds by trying to
>imitate table-top games though.)
Some of us wish to feature this group aspect of play within a mud
environment, so table-top models/styles remain a conceptual source
of ideas and inspiration. I think enhanced group play is the advanced
model for muds. I see most muds as reflecting a primitive gaming
model which is more analogous to wargaming and miniatures, which
were the precursors of table-top FRPGs.
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