[MUD-Dev] Re: Dynamic muds
J C Lawrence
claw at varesearch.com
Wed Sep 22 22:53:39 New Zealand Standard Time 1999
On Tue, 21 Sep 1999 11:52:29 +1200
Colin Coghill <C.Coghill at auckland.ac.nz> wrote:
> We also have a rule that anything mentioned in a room description
> (the mountains lie to the north) should at least respond sensibly
> to "look at mountains", if not more.
I follow the expensive path:
I never mention a different object or item in the description of a
given object or location. Never.
Ergo, if I want this to be in a forest, well I'd better create a
bunch of trees and make sure the anonymous group code is working so
that they get compressed into a "forest" at runtime. If I want
mountains in the distance, well, umm, I'd better go create some
>> Players - How much of an addition do you think dynamic rooms are
>> to the atmosphere of the game?
> For me, they add a terrific amount. Even if it's only night/day or
> snow/no snow. I'd love to see a mud that gets this kind of
> dynamic room descriptions right.
The simple dynamism of fleshing out key objects, light/dark etc I
don't find very interesting. All it really communicates to me is
the old adventure technique of "Hey! Here's a widget -- lets find
the place in the game where its useful!" 99.999% of objects IRL are
not useful and do not represent possibly useful activities. Its
when the descriptions are sufficiently well done that I actually
never notice that they are fixed, that I'm innately certain that
every object mentioned can be manipulated, that I find it gets
interesting. Its an all or nothing thing.
J C Lawrence Life: http://www.kanga.nu/ Home: claw at kanga.nu
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