[MUD-Dev] Re: Affordances and social method

Jon A. Lambert jlsysinc at ix.netcom.com
Sat Aug 1 14:39:58 CEST 1998


On 28 Jul 98, quzah wrote:
> 
> An extreme idea here, I was thinking along the lines of doing
> something like:
> 
> --
> *poof, you're in the game now, after having created your identity*
> You are alone in a field, not knowing how you got here, or who you
> really are. (It's really lame, but how else do you explain their
> history in this setting.)
> 
> The world is without form, and void -- er.. You start in a field,
> and don't have anything. There are no towns. There are no cities,
> no tools, nada. You are alone (until you find some players). Have
> fun.
> --
> 
> The idea here is, if you want a town, you have to build one. If you
> want a tool, make it. :) The dawn of civilization. (gee that sounds
> corny) Granted, it's an interesting idea to toy with, but who would
> find it fun to play? Some would, but the public masses would hate
> it.
> 
> "Where's the town, where's the mud school, why don't I have any gold,
> where is everyone, what do I do?" -- I can hear it now.
> 
> -Q-

Sounds similar to the start of Age of Empires, WarCraft or 
Civilization.  Those games seem to have worked well.  :)

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