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26859: Re: [MUD-Dev] MMORPG, buildings, is it bad to be just props?

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From: Paul Schwanz <pschwanz@comcast.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 20 Feb 2003 13:36:02 -0500
References: [1] [2] <-newest
Organization: Kanga.Nu
J C Lawrence wrote:
> On Wed, 19 Feb 2003 15:32:17 -0500
> Lee Sheldon <lsheldo2@tampabay.rr.com> wrote:

>> I also remember a Star Trek adventure game ( I forget the title
>> though!) that allowed you to "jump cut" your character (or party)
>> to a distant visible location.  It was a nice steal of a common
>> film technique to dump reality in favor of drama.

> The problem is implementing that in a MUD.

> Single player RTS games have traditionally done that in either of
> two ways:

[snip 1]

>   2) The jump takes RL time (so its essentially a set of marching
>   orders), but frees the player to manipulate/track other game
>   tokens while it is progressing.

> The problem for MUDs is that the player is controlling a only
> single token at any time (his character) making #2 inapplicable...

If we modify #2 slightly, I don't think it must be inapplicable.

  2) ...but frees the player to manipulate/track other game tokens
  or log out while it is progressing.

Let the player choose which parts of the character's life he finds
dramatic and which parts he does not.

--Phin


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