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

Edward Glowacki glowack2 at msu.edu
Fri Jun 28 09:08:59 New Zealand Standard Time 2002

On Thu, 2002-06-27 at 22:26, eric wrote: 

> I'm not at all trying to center a game around eating. The only
> real drive in this manner is that in a game where you have trades,
> an obvious one would be a farmer. And giving the two options of
> either having food or not having food, only one of those would
> make a farmer useful. My personal belief is that food/food
> production is the most basic component of an economic system.  So
> assuming I can create some identifiable purpose to eat food, and
> then some enjoyable experience to grow and sell food, I will get
> the foundation of a good economic system.

Here's what I've been thinking regarding food and eating for my own
still-only-in-my-head game: Food is a requirement, the process of
eating itself is not.  Assume the characters eat while the player is
offline, have the game auto-feed them whenever they stop to rest,
whatever the system, the players aren't burdened with "eat bread ;
eat bread ; drink water ; drink water" unless they want to be.

So the character has to procure a regular supply of food from
*somewhere*, which will require either having their own garden or
buying the food from someone else.  Thus you can build up your food
subsystem however you want.


Edward Glowacki			glowack2 at msu.edu
Michigan State University	
"...a partial solution to the right problem is better than a complete
solution to the wrong one." (http://uiweb.com/issues/issue14.htm)

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

More information about the MUD-Dev mailing list