[DGD] Where did all the players go?

Raymond Jennings shentino at gmail.com
Wed Dec 13 12:50:40 CET 2017


For starters, a simple user login interface, registration, basic
communication features, and a simple security layer that can keep
potentially untrustworthy staff from stomping on things they shouldn't
unless someone more trustworthy (presumably also someone with higher
access granted to them by the big boss who probably
owns/admins/operates the machine the mud is running on) says so.

And hopefully not TOO much in the line of game or game-system specific
stuff that would dampen creativity.

I recite the previous discussion regarding the infamous "humpbacked bridge"

The kernel library IMHO was PERFECT for this purpose.

At the very least, I think that there should be more than one "starter
mudlib" to pick from

One thing I was doing for Skotoslib (NDA prevents me from mentining
much) was to have a herd of skotoslib instances talking to each other,
each one with a different theme.

Medieval fantasy, science fiction, and <redacted>

I also think that some variety could very easily add to the "wow"
factor and demonstrate by example just how flexible DGD is

On Wed, Dec 13, 2017 at 3:02 AM, Blain <blain20 at gmail.com> wrote:
> Like I said, different types of persistence being discussed here.
> Confusion yields no fruit.
>
> Let's discuss fun stuff.  What features should be present in a basic
> starter mudlib?
>
> On Dec 13, 2017 04:58, "Raymond Jennings" <shentino at gmail.com> wrote:
>
>> This is exactly my point and why I dug up one of dworkin's own posts
>> that noah managed to snag for the phantasmal site.
>>
>> On Wed, Dec 13, 2017 at 2:55 AM,  <bart at wotf.org> wrote:
>> > On Wed, 13 Dec 2017 02:36:49 -0600, Blain wrote
>> >> Full persistence can be achieved using save files.
>> >
>> > No it cannot. You can get close, but it becomes a huge collection of
>> hacks :-)
>> >
>> > Bart
>> >>
>> >> On Dec 13, 2017 02:27, <bart at wotf.org> wrote:
>> >>
>> >> > I believe this strongly depends on game design, and is not something
>> one
>> >> > can
>> >> > say in general.
>> >> >
>> >> > The design you describe is one used by many games, and it can quite
>> be a
>> >> > valid
>> >> > design, but this doesn't make it apply in general, and it is actually
>> >> > inappropriate for other kinds of games.
>> >> >
>> >> > An important thing to remember in this:
>> >> >
>> >> > - with full persistence it is always possible to make things non
>> persistent
>> >> > - without full persistence its not possible to make things persist
>> without
>> >> > involving a lot of hacks.
>> >> >
>> >> > Obviously, lots of hacks is an option, but it is generally not the
>> right
>> >> > way.
>> >> >
>> >> > Bart.
>> >> >
>> >> > On Tue, 12 Dec 2017 22:29:17 -0600, Blain wrote
>> >> > > I'm a firm believer that a fresh boot with no snapshot should yield
>> >> > > a fully functional game world.  Every inch of the game should be
>> >> > > loadable from an initial state from either a .c or .o file, or
>> >> > > generated from a database of set descriptions.  Player modifications
>> >> > > to the world could still be saved to disk, if desired.  All data
>> >> > > about a player that isn't anchored in the world (such as a castle)
>> >> > > should be removed from memory if the player isn't around.
>> >> > >
>> >> > > An early MMO (either EverQuest or Ultima Online, I forget) saw on
>> >> > > day one and week one of opening that players do not behave as the
>> >> > > game designer would expect, so letting them make wide sweeping
>> >> > > changes to the game world will not pan out as designed.  I would not
>> >> > > necessarily let them permanently raze a forest, for example, if you
>> >> > > actually wanted it to grow back some day.  That is, unless you were
>> >> > > very keen on keeping the players' focus on different areas at
>> >> > > different times depending on availability and need of resources.
>> >> > >
>> >> > > On Dec 12, 2017 22:18, "Blain" <blain20 at gmail.com> wrote:
>> >> > >
>> >> > > Felix: Sorry for the off-topic plig.  it won't happen again.
>> >> > >
>> >> > > On Dec 12, 2017 18:40, "Raymond Jennings" <shentino at gmail.com>
>> wrote:
>> >> > >
>> >> > > > In general I'm also wondering if my version of the kernel library
>> >> > > > should be given a modernized facelift.  All I've done for the most
>> >> > > > part is readd some features that I think never should have been
>> >> > > > removed for the sake of Hydra.
>> >> > > >
>> >> > > > I have to admit that I've taken the kernel library's principles to
>> >> > > > strong heart and even kotaka itself closely models it.
>> >> > > >
>> >> > > > On Tue, Dec 12, 2017 at 3:20 PM, Raymond Jennings <
>> shentino at gmail.com>
>> >> > > > wrote:
>> >> > > > > Bitcoin is nothing but a speculative bubble anyway and they are
>> too
>> >> > > > > hot of a target for hackers anyway.  Plus as high as they're
>> trading
>> >> > > > > now, it's too late to get in at a bargain.
>> >> > > > >
>> >> > > > > Between all the government interference, exchanges being
>> hacked, and
>> >> > > > > so on I'd rather park my money in a *real* bank.
>> >> > > > >
>> >> > > > > Ironic side-trip considering that this thread touched on *in
>> game*
>> >> > > > > economies, which I'd rather talk about anyway.
>> >> > > > >
>> >> > > > > On Tue, Dec 12, 2017 at 3:10 PM, Felix A. Croes <
>> felix at dworkin.nl>
>> >> > > > wrote:
>> >> > > > >> Blain <blain20 at gmail.com> wrote:
>> >> > > > >>
>> >> > > > >>> Side note: Here's my Chain.group referral link for investing
>> in
>> >> > Bitcoin
>> >> > > > >>> with me. :) Email me for other referrals and into.
>> >> > > > >>
>> >> > > > >> Someone needs to check his computer for viruses; his account is
>> >> > being
>> >> > > > >> hijacked to recruit for dubious "investments."  I wouldn't
>> like to
>> >> > think
>> >> > > > >> that you did this on purpose, because then I'd have to ban you.
>> >> > > > >>
>> >> > > > >> Regards,
>> >> > > > >> Felix Croes
>> >> > > > >> ____________________________________________
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>> >> >
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>> >> >
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