[MUD-Dev] Vast areas in muds
Nathan Yospe
yospe at hawaii.edu
Tue Jan 20 08:42:08 CET 1998
On Mon, 19 Jan 1998, John G. wrote:
:: From: Mike Sellers <mike at online-alchemy.com>
:: How do you handle time re-synchronization then? You enter a
:: vast, boring desert (NevadaMUD! :) ), traverse it slowly in the
:: shape of a tiny stag beetle, and emerge weeks (and a few
:: paragraphs of text) later -- only to find that just a few minutes
:: have gone by for everyone else.
:For now, that kind of objective time passage is what I sacrifice
: to the gods of play quality. If two players travel to the same
: place, one travelling through the boring desert and one through
: the eventful city, the desert wanderer will get there first. I can't
: think of any problems this stand has caused so far, with the
: possible exception of someone showing up rather quickly to a
: summons. But that is a plus in a mud, not to dwell on the
: tedium of waiting.
How in the heck are you going to get the feel of a month in the desert
from a paragraph of text? (Mind you, my solution has the client fade
out and start "remembering" character history - a "generated" childhood
or equivalent - when faced with an overwhelming lack of input from both
world (character) and player... so I cannot claim that I always relay
all details.) I think the main issue here is boredom, correct? Methinks
some fun could be had with a stag beetle in a (normal) desert. Snakes,
occasional desert birds, scorpions... of course, this also requires a
system for generating flora and fauna... I have ecosystem breakdowns on
a by-world basis (I don't do by-continent, but I could "fuse" worlds to
get the same result.)
:If you orchestrate events through a central game clock, then
: maybe you've got something to fear.
Yes.
--
"You? We can't take you," said the Dean, glaring at the Librarian.
"You don't know a thing about guerilla warfare." - Reaper Man,
Nathan F. Yospe Registered Looney by Terry Pratchett
yospe at hawaii.edu http://www2.hawaii.edu/~yospe Meow
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