[MUD-Dev] Logical MUD Areas
rpfeiffe at niu.edu
Mon May 7 22:41:23 New Zealand Standard Time 2001
At 10:16 AM 5/7/2001 -0600, Travis Nixon wrote:
>> "Hey, Athamayn, what's that you got?"
>> "It's a +4 Dagger, +2 Backstab"
>> "Where'd you get it?"
>> "Dropped off a DE rogue in the woods near Kelethin"
>> "Oh. I got a +1 longsword off a pop in that same area...hmm."
>> The personality kinda gets sucked out of it.
> Being such a big believer in automatically generated content, I'm
> very surprised to find myself agreeing with you here. It does kinda
> suck the personality out of it, and if the problems in EQ were
> solved this way, it would, in fact, be worse. Much worse.
> Fine. So don't generate random content with no personality.
> Generate content that has personality. Sounds simple enough, right?
I think an even compromise here would be to go the Diablo route, at
least for items. Use certain key words or phrases that denote special
abilities of the items without straight out saying "+4" or
whatever. It's been awhile so I don't remember any phrases that Diablo
used, but an example would be a "platemail of the wolf" where wolf
denotes armor that adds to dexterity or agility. Every platemail of
the wolf doesn't need to have the same attributes, merely similar
ones, yet players still get an idea of what the item does.
As far as mobs go, you could use generically specific names (nice
oxymoron there). For example, instead of the king of the goblins being
King Bubba, he could simply be King of the Goblins. It's generic, it
could be a different person every time, yet players will know about
whom you are talking.
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