[MUD-Dev] Request for ideas

Ben Chambers bjchamb at bellsouth.net
Tue Oct 9 21:16:13 New Zealand Daylight Time 2001

----- Original Message -----
From: "Ian Collyer" <i.collyer at ntlworld.com>
> holding99 at mindspring.com wrote:

>> One concept I would like to see challenged is that a closed
>> ecosystem cannot be created such that players will not destroy
>> said ecosystem by killing anything that moves.

>> Not that I have any ideas to help you proceed. :)

> There are two problems which prevent a closed ecosystem from
> working in a MUD environment.

>   Scenario 1. Players cannot interact in a meaningful way with the
>   ecosystem

>     This basically a closed simulation with the players as mere
>     passive observers, great if that is what your players like but
>     it reduces the significance of the ecosystem to little more
>     than eye candy.

>   Scenario 2. The players' characters are part of the ecosystem

>     Much more interesting but inherently unstable.  The root
>     problem here is that your ecosystem is no longer closed,
>     players login and logout and new players join the MUD.  The
>     fluctuating number of concurrent characters in the game make
>     it impossible for any sort of equilibrium to be reached.

> An interesting question is how one could model evolution and
> natural selection in such an environment.

What if each player instead of having a character had a race.  As
they played their race evolved.  They would never actually be able
to continue playing the same character after they logout?  Then you
can create it so that each race has multiple players, which means
that as long as one of them is in the game, you are fine.
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