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10374: Re: [MUD-Dev] What about goal oriented interfaces? (was Re: [MUD-Dev] Text Parsing)
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From: Chris Gray <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 3 Jun 1999 21:42:18 -0600
Organization: Kanga.Nu
[Ola Fosheim:]
> Heh, if you don't try any such control directly or indirectly then your
> system will be confusing and boring to anyone except those who built it and
> their friends. Counterexamples please!
Sorry, I wasn't clear enough. The control you are talking about is
definitely needed, in order to make a playable system. What I was getting
at, however, is that control isn't in the basic driver, written by the
folks that maintain the driver. In an LP example, the control would be
by the game's admins, and through the mudlib. The LP driver itself
doesn't try to limit what can be done. That's a higher level control.
> > use golden key
> The door is now locked.
Oh, look! You had to use an adjective. :-)
I *hate* the 'use' command, even though I have one. It lets the user
just try random things, without having any explicit action in mind.
--
Don't design inefficiency in - it'll happen in the implementation.
Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA
http://www.GraySage.Edmonton.AB.CA/cg/
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