[MUD-Dev] It's About Time Dep... Food

Brian Hook brianhook at pyrogon.com
Thu Jun 27 22:45:47 New Zealand Standard Time 2002


At 07:26 PM 6/27/2002 -0700, Eric Leaf wrote:

> My personal belief is that food/food production is the most basic
> component of an economic system.

Or, in a more generally applicable statement, supply chains and
logistics.

A far more robust and deep experience could be made if access to
water, materiel, food, transport, other people, etc. became a
strategic concern.  Trudging through the desert in most games isn't
significantly harsher than verdant forests.  Traveling long
distances is boring, but not necessarily dangerous in most games
today.

Instead, if you modeled things so that you had to be concerned about
access to these fundamentals, you would see game populations in
large worlds spring up where you'd expect them to -- in oases, along
rivers and shorelines, etc.  You wouldn't see large populations
parked next to dungeons.  Well, if you did, there'd be some
enterprising guy there with a hot dog stand, that's for sure.

Of course, you don't want everyone spending most of their time
digging around in the soil for grubs for fear of starvation.  Fine
line between realism and tedium.  Or, unfortunately, the two are
often the same (as has been stated here and elsewhere since dirt).

Brian


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