[DGD] Game Design: Character Names
Raymond Jennings
shentino at gmail.com
Fri Apr 26 20:00:08 CEST 2013
Sorry about that, my keyboard went haywire.
Anyway, you could consider names an in character issue, and resolve it
accordingly.
In real life, your parents get to pick your name. However, your social
security number is government issued.
On Fri, Apr 26, 2013 at 10:54 AM, Raymond Jennings <shentino at gmail.com>wrote:
> You may try handling it the ,d cfmcxxxxxcv
>
>
> On Fri, Apr 26, 2013 at 9:43 AM, Noah Gibbs <noah_gibbs at yahoo.com> wrote:
>
>> You could also use an internally-unique synthetic ID for characters
>> (think of a database row ID), and then handle names however you want.
>>
>> I suspect that's what's done most often in, say, MMOs, which almost
>> certainly track this stuff in a SQL database of some kind.
>>
>>
>> ________________________________
>> From: Blain <blain20 at gmail.com>
>> To: All about DGD and Hydra <dgd at dworkin.nl>
>> Sent: Friday, April 26, 2013 9:38 AM
>> Subject: [DGD] Game Design: Character Names
>>
>>
>> I've been debating on whether or not to allow a player to create a
>> character of a name which may not be unique. This ties into mudlib design
>> because the lib needs to track characters a bit differently if they can be
>> non-unique. The character name would be unique for that specific player
>> account, however.
>>
>> One method of handling this would be to identity a given character by an
>> internal 'system_identity', which is comprised of "name!account", where
>> account is the player's e-mail address or a custom login id which can
>> include numbers and must be unique. The player's entire account would be
>> stored under a directory named for this account id, be it a userid or
>> e-mail. I think I prefer using a userid so that a player can change
>> e-mail
>> addresses at will without my lib having to rename the directory as often.
>> The userid could also be changed, but would likely be changed far less
>> often than an e-mail address. This concatenated system id would have to
>> be
>> used for such functions as find_user/player/body/character/whatever().
>>
>> To differentiate between characters in the game itself, players would know
>> others by their first and "last" names, with the style of a given last
>> name
>> based on the culture of that character. Some characters may use the town
>> they're from as a last name; some may use their father's name; some may
>> use
>> a descriptor (tall, bald, etc.) Also, players would probably not see the
>> names of other players until introduced or learned some other way. A
>> player will likely be able to choose how they introduce themselves to
>> others, and perhaps even differ this based on the culture of the one they
>> are introducing themselves to.
>>
>> --Blain
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>
>
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