[Home] [Groups] - Message: [Prev in Group] [Next in Group]
17607: Re: [MUD-Dev] Persistent Worlds
[Full Header] [Plain Text]
From: "Eli Stevens" <wickedgrey@wickedgrey.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 20 Feb 2001 17:44:54 -0600
References: [1]
Organization: Kanga.Nu
----- Original Message -----
From: "John Buehler" <johnbue@msn.com>
To: <mud-dev@kanga.nu>
Sent: Sunday, February 18, 2001 11:55 PM
Subject: RE: [MUD-Dev] Persistent Worlds
> Backstory has the nasty characteristic of setting expectations
> rather high as well. Flowing prose and expansive imagery suggests
> to players that this is how the game world will be. But only
> uninterrupted prose can match that expectation, and a game, whether
> textual or graphical, cannot do the job. Let the player experiences
> set player expectations for the evolving plot line. Particularly if
> you think that you might not be able to do everything that you hoped
> you could when you started out.
As a counterpoint I offer:
http://www.kanga.nu/archives/MUD-Dev-L/1999Q1/msg00661.php
Granted, we need more (a lot more) to really be able to say that the
system can produce prose (rather than repeat it, re-stitching it as
necassary). But, what is there _is_ decent reading.
> > Travis Casey:
> > I agree with this part. :-)
>
> Don't *do* that. I can't deal with public agreement.
Heh heh. See above. ;)
Eli
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev