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7921: [MUD-Dev] Re: WIRED: Kilers have more fun

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From: Michael.Willey@abnamro.com
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 24 Jul 1998 16:08:25 -0500
Organization: Kanga.Nu
     ____________________Reply Separator____________________
     Subject:  [MUD-Dev] Re: WIRED: Kilers have more fun
     Author:   mud-dev@kanga.nu (s001gmu@nova.wright.edu)
     Date:          7/24/98 3:44 PM

>The one problem I have with this idea is, well, it presents
>a LOT of information to the player, and then forces them to
>spend time figguring out what the heck it all means.  Yes,
>I do think it is better, but is there a way to automate the
>interpretation of the data?  I am not much of an on-the-fly
>number cruncher kind of guy.  If I am presented with even
>those 6 numbers in the last example, I'll have to stare at
>it for quite some time before I deduce exactly what bernie's
>been up to.  Something that can analyse the averages, totals
>and max deltas, etc, and come up with something like:
>
>  Bernie appears to be a very confuesed individual,
>
>or something, would be keen.  Heck, put both of them on the
>screen at once, or allow people to toggle which ones they
>see.
>
>-Greg

  Why show that information to the players at all?

  Theoretically, the point of a 'reputation system' is to
simulate people acquiring a reputation from the news and
rumors spread about their actions, right?  It makes sense to
track information regarding their actions somehow in order to
simulate reactions from NPC characters, but why do players
need that crutch?  Unlike NPCs, they have the ability to
listen to the rumor mill and make up their own opinions.

  You may argue that Bernie, at the least, needs to see
those numbers.  I would say that Bernie is the *last* person
who needs them.  He knows what he's been up to lately, and
can decide for himself whether his actions will have
consequences.