[MUD-Dev] non-'realistic' spatial models

Cybrarian Rök <cyb@popol.auteurs-associes.com Cybrarian Rök <cyb@popol.auteurs-associes.com
Sat Dec 22 11:04:48 New Zealand Daylight Time 2001


Hi folks,

On Fri, 21 Dec 2001, Hans-Henrik Staerfeldt wrote:
> On Thu, 20 Dec 2001, Nicholas E. Walker wrote:
 
>> There is a lot of discussion on rooms vs. coordinate systems and
>> related topics.  This focuses on how best to model our reality in
>> a game.  I am interested in different types of spaces.  I am less
>> interested in 'fake reality' than I am in intuitive and
>> interesting spaces to explore.
  
>> As an open question to the list: has anybody done anything that
>> does not attempt to be 'real'?  Surreal, abstract, fractal
>> spaces, and anything else not 'real' qualifies.
 
> I know that many location-based MUD's mess up directions of a
> series of rooms with the intent of creating a maze. As examples;
> exits that lead back to a location, or going in one direction, and
> then the opposite direction will not take you back to the first
> room.  Does this qualify?

I noticed that, in my place, fake reality is mostly appreciated by
beginners; when they enter a room and then click back on the exit,
they expect to return to the previous room; the beginners all
purpose client interface we developped was intended to respect this
principle, and the architecure of the public spaces too;

>> cannot experience in daily life, instead of getting frustrated
>> with the limits on how we can experience the fake reality of the
>> MUD?  Maybe I'm looking for a MUD that accepts the fact that it
>> is a MUD, a computer program--instead of some crude model of
>> reality.

sure; and I also noticed that the same beginners also appreciate to
use telepods as a way to move within the place; it seems to me that
telepods are not a part of the crude reality yet, no ?

--

Cybrarian Rök - CAFV administrator
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