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11297: [MUD-Dev] Re: Tactical Interest

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From: Spin <spin@triode.net.au>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 21 Sep 1999 12:03:14 +1000
References: [1] [2] <-newest
Organization: Kanga.Nu
On Fri, Sep 17, 1999 at 03:16:36PM -0700, Adam Wiggins wrote:
<snipped>
> This gives me an opening to plug one of my favorite concepts: the idea
> that a given attribute is neither good nor bad, but simply affects your
> character and the world around it in many ways.

  This is one of mine too, when I first started playing with existing mud
bases, I was amazed at the amount of information that they had implemented,
but only referenced in one or two instances. After taking the trouble to 
put that information in, the checking and manipulation of it is a piece of
cake. 

  I think this is mainly caused by poor communication between coders and
the lack of treating objects as generically as possible.

Cheers,
  Malcolm Valentine

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