[MUD-Dev] The Relationship between pkers and monster AI?

Greg Miller gmiller at classic-games.com
Thu Oct 14 14:41:18 New Zealand Daylight Time 1999

"Travis S. Casey" wrote:
> There's a difference between "Player X's piece" in a game and a character.
> In the games which you mention, the ships are no more "characters" than a
> game piece in Monopoly is.  Similarly, one doesn't have a "character" in
> Doom -- you have a game piece which is your representative in the game.

OK, from now on, I guess we could just always refer to them as "player
pieces" rather than "player characters" if that makes you happy since it
changes nothing from my perspective.

> "Character" to me implies that there is supposed to be some degree of
> characterization -- i.e., that the "character" is supposed to act
> differently than the "player" might in the same circumstances.  Without
> that, a "character" is nothing more than a game piece, and there's no real
> point in distinguishing between the"character" and the player.

Sounds good to me.

> That's the sense in which I meant my comment -- if all socialization is
> directly between players, all you have are game pieces.  There's nothing
> intrinsically wrong with that, but why call them "characters" in that
> case?

Why not? It sounds better than calling them "shoes" and whatever
terminology we use is fine if we can communicate with it.

> > > In my own experience, most mud players have never *tried* roleplaying.
> > > Thus, they can't know whether it would be fun for them or not.
> >
> > Most have never tried suicide, either, but they have an idea of what
> > it's about.
> Correction:  they *think* they know what it's about.  Unfortunately, many
> "roleplayers" on muds are very bad examples -- especially some of those
> who are most vocal about it.

Agreed there. Same thing with pkillers, in my experience.
Conspiracy theorists mistakenly assume others think before acting.
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