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2983: Re: [MUD-Dev] The 'Socialiser' problem
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 13 Aug 97 17:06:48 -0700
References: [1]
Organization: Kanga.Nu
In <Pine.LNX.3.91.970809000439.7562W-100000@uni-corn.demon.co.uk>, on
08/08/97
at 05:47 PM, Greg Munt <greg@uni-corn.demon.co.uk> said:
>The ultimate aim of my server is to attempt, in some respects, to
>model reality.
>I ran a TinyMUD for several years. Its users could be partitioned
>into two sets:
> 1. Socialisers (This label is used, since members of this set are
>closely
> related to Bartle's Socialisers; members of this set do not
>role-play
> in any way.)
> 2. Softcoders.
> Users can be members of both sets.
> Users can be members of the Socialiser set only.
> Users cannot be members of the Softcoder set only.
It would seem that both groups could be satisfied by dividing your
game world into seperate areas tailored for each set. eg:
The base game location is the massive hulk of a colony ship.
The ship is *HUGE* and contains thousands of nondescript rooms.
The ship rests in a graveyard of other ships of various types all
orbiting mixed in with an asteroid field and other interesting
features.
A little bit of tweaking allows all the socialiser stuff to occur
in-ship, and the majority of the rest, softcoder and explorers,
adventurers etc to occupy the rest of the graveyard. Game mechanics
(air supply, food, fuel?) could be arranged to force the players to
periodically return to the (socialist?) ship and restock/whatever.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
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