[MUD-Dev] Hoping for more... (interfaces)

Kwon Ekstrom justice at softhome.net
Thu Aug 2 15:41:43 New Zealand Standard Time 2001

From: "Jon Morrow" <Jon at Morrow.net>
>> From: Tommy Wang

>> In a text-interface game (such as a MUD, and all its
>> derivatives), I consider interface among one of its most
>> hindering qualities.  As I understand, we want to "immerse" a
>> player in an online environment, via means of text.  Lets just
>> assume, for a moment, that 99% of your players DO read the
>> descriptions, and whatnot....does that truly build an immersive
>> environment?

> I don't think so.  From my experience, players are drawn more into
> the world by bantering NPCs, loaded interaction with objects, and,
> most of all, other players that roleplay.

> What are we to do about descriptions?  I don't know.  They don't
> seem to be worth the effort, but I haven't figured out anything
> good beyond graphics to get rid of them.

My solution, which I'm still working on, is to get rid of them, and
instead replace them with generated descriptions with updated
information.  I have a problem with random generated areas, so my
problem is adding ways for the builders to add information to the
description without becoming static or difficult to modify.  I'm
planning on providing a variety of ways to do this, the simplest
will be a template.  (which can be used as a static description if

Since I'm using a coordinate based area system, where you build
walls and fill in rooms instead of linking, that'll be the default
way of generating descriptions.  I've been contemplating allowing
the builders to "override" the default keywords to add flavor to
their descriptions so they can just build an area, and then tweak
the generated descripts.

Unfortunately, I haven't had time to work on this very much, don't
have much of the code written and have alot of associated ideas.

-- Kwon Ekstrom

MUD-Dev mailing list
MUD-Dev at kanga.nu

More information about the MUD-Dev mailing list