[MUD-Dev] Re: Room descriptions
J C Lawrence
claw at under.engr.sgi.com
Mon Sep 28 15:39:02 CEST 1998
On Mon, 28 Sep 1998 15:32:58 -0700 (PDT)
Adam Wiggins<adam at angel.com> wrote:
> On Mon, 28 Sep 1998, Koster, Raph wrote:
>> From: Adam Wiggins [mailto:adam at angel.com]
>>> Rather than walking through an interactive world, as I had been
>>> led to believe, I was actually walking between props much like
>>> those fake buildings they used in the old Hollywood westerns.
>> I had the same experience, of course. I imagine we all did. But I
>> would not call the goal of having a fully interactive environment
>> even necessarily contradictory to what I am discussing. You can
>> have a fully interactive environment that still imposes a
>> perspective or a worldview on the player, I would think.
> On this particular point I don't think I can agree. In the end,
> if someone detonates a nuclear bomb inside your candy store it's
> still going to have the same roomdesc.
Right, you need to have objects and locations built from defined
component materials with externally defined transformation paths to
get it done right.
> I don't think this sort of constructed world will ever be
> interactive in the way that I'm thinking; it will always be a
> sophisticated Zork spinoff, which is to say you only have the
> interactions which are coded by whoever created the area.
Bingo.
> Other than that, I agree with all your other points including the
> main one. I could see a whole new genre of muds spinning off from
> this sort of thing, especially with free user creation
> (LegendMOO?).
Rhetorical question: _Now_ do you see why I'm such a fan of user
programming?
--
J C Lawrence Internet: claw at null.net
(Contractor) Internet: coder at ibm.net
---------(*) Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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