[MUD-Dev] Re: Introductions and descriptions
Adam Wiggins
nightfall at user1.inficad.com
Fri Dec 12 01:29:33 CET 1997
[coder at ibm.net:]
> On 20/11/97 at 08:19 PM, Adam Wiggins <nightfall at user1.inficad.com> said:
> Please indent quoted MUD text -- it makes it so much easier to read when
> quoted again:
>
> > > read book
> > The book tells you about the mighty Sword of Devestation, lost to the
> > world with the sinking of Atlantis 10,000 years ago. There is a picture
> > of the sword.
> > >
> > Bob arrives from the south.
> > Bob draws a rusty old sword from his sheathe.
> > You recognize the sword as the Sword of Devestation!
Ugh...yes <slap self>, I should already know this. It's such habbit
by now - Orion and I began using this format when trading emails years
ago, and I frequently type up little jots of what I'd like the output
from a given piece of code to look like before I start programming.
When I actually remember I use a different character.
> Given this it also makes sense to me to not instantly recognise an object,
> but tio then recognise it only after deliberate study:
>
> > l
> Bubba is here.
> Bubba draws a rusty old sword from his sheath. It looks somehow
> familiar.
> > examine sword.
> ...rusty sword desc...
> > study sword
> You recognize the Sword of Devastation!
Yup. Every moment of study (up to a point) gives the viewer more of
a chance to recognize it. One thing I never touched upon for object
recognition is a 'features' storage. I did this for characters (if
someone grows a beard they are harder to recognize, if they have an
obvious scar they are easier), but the feature set is a bit better
defined there.
> This could even be used to give more curious results:
>
> > l
> Bubba is here.
> Bubba draws a rusty old sword from his sheath.
> > study sword
> Its looks like the Sword of Devastation!
>
> Now whether or not it really is to SoD can be questionable (in both above
> examples). Perhaps the first sword is a forgery, or both merely
> look-alikes. Players would of course hate this, as they'd now have to
> track how certain they are of the real identity of each object. This
> becomes especially interesting if you have many similar-appearing objects
> and achieving a guaranteed identification is either excessively expensive
> or difficult.
>
> Consider one extreme of the implication:
>
> > l
> Bubba is here.
> > examine bubba
> Bubba is wearing a set of golden glowing plate armour. It looks like
> the famed armour of Damp Fizzle! The belt about his middle seems to be
> the belt of UltraWimpReborn!
> Bubba draws his sword.
> > study sword
> It looks like the Great Sword of the Great God Goo Goo!
>
> Now is Bubba really dressed in tinfoil with a yellow spotlight directed on
> him from the side, with a cheak knock-off copy oy the belt and a 10 cent
> knick-knack sword from the souvenier stand down the road? Or is he kitted
> out in the local equivalent of a sherman tank? Which is sham, which it
> truth?
Yes, yes - excellent. This is the stuff I love. Deception and uncertainty
are so much *fun* in any sort of multiplayer situation. Ditto
the example, except with characters:
] l
A familiar-looking man with blue eyes and a blonde mustache is here.
The man says, 'Don't you recognize me? I'm Bubba the Mayor!'
] ' hmmm I thought you looked familiar
Bubba's fake mustache comes undone at the corners.
] ' wait a minute...
More information about the mud-dev-archive
mailing list