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28204: Re: [MUD-Dev] Player malleable worlds (was Expected value and sta ndard deviation)
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From: Amanda Walker <amanda@alfar.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 10 Sep 2003 15:30:14 -0400
References: [1]
Organization: Kanga.Nu
On Wednesday, September 10, 2003, at 10:52 AM,
Daniel.Harman@barclayscapital.com wrote:
> compelling player generated content in a commercially viable game.
http://www.planetunreal.com/cliffyb/
Sure, FPS levels are somewhat smaller problems than MMO worlds,
though they seem to be of the same general complexity as a dungeon
or town. A lot of the player-generated content is better than the
commercial stuff that comes with the game.
I imagine that if you gave players tools like UnrealEd to edit their
houses or guildhalls, you'd see some darned impressive player
generated content. As it is, the choices seem to be prefabs (SWG,
UO) or basic geometry (Second Life).
Amanda Walker
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