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20951: RE: [MUD-Dev] Request for ideas
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From: "Freeman, Jeff" <jfreeman@soe.sony.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 5 Oct 2001 16:50:43 -0700
Organization: Kanga.Nu
> From: Ian Collyer [mailto:i.collyer@ntlworld.com]
> There are two problems which prevent a closed ecosystem from
> working in a MUD environment.
The funny thing is, we don't have a closed ecosystem in the real
world. As I understand it, there is a constant influx of energy
from the Sun.
> Scenario 1. Players cannot interact in a meaningful way with the
> ecosystem
> This basically a closed simulation with the players as mere
> passive observers, great if that is what your players like but
> it reduces the significance of the ecosystem to little more
> than eye candy.
The appeal of a closed system to me is in its use as a tool by which
the players could manage their environment. Or potentially
mismanage it.
Well, and it's also appealing because it sounds like a real
challenge to implement. A person could learn a lot from attempting
to implement it, even if they never succeeded in doing it.
> Scenario 2. The players' characters are part of the ecosystem
> Much more interesting but inherently unstable. The root
> problem here is that your ecosystem is no longer closed,
> players login and logout and new players join the MUD. The
> fluctuating number of concurrent characters in the game make
> it impossible for any sort of equilibrium to be reached. > >
> An interesting question is how one could model evolution and
> natural > selection in such an environment.
Oh yes, that would be pretty cool, too!
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