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18728: Re: [MUD-Dev] Absolute Death (legalese mode on)

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From: Caliban Tiresias Darklock <caliban@darklock.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 25 Jun 2001 09:23:22 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
On Sat, 23 Jun 2001 06:14:49 +0000 (GMT), Matt Mihaly
<the_logos@achaea.com> wrote:

> "Logical result of the reality created by the MUD?" And how would
> you determine this?

Each individual designer knows what his MUD's "reality" is supposed
to be. He also knows what is and is not logical within that reality.
Theoretically, the players know this as well.

> It's not even applicable to most MUDs, as they do not operate on
> axiomatic principles. MUDs are generally collections of systems
> that are not related by any higher principle.

Yes they are. That higher principle is called a "design". Design is
partially the domain of designers (as you would expect). It is also
the domain of developers, who may alter the design during
implementation.  And it is further the domain of administrators, who
should have the capacity to alter the behavior of their own
individual games. Some games also place certain aspects of the
design into the hands of builders (who might also be considered part
of the development team), and into the hands of the players
themselves.

> There is usually no way to claim that something is the necessary
> logical result of something else.

Not generically, no. However, within the context of the game's
reality, there *is* a certain logic under which specific results are
necessary and enforced. Normally, that logic is at least partially
under the player's control through selecting his character's
actions.

> Further, the only difference between a bug and a feature is the
> designer's intention, which can and does change.

And that doesn't have anything to do with what it is RIGHT NOW.

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