[MUD-Dev] Text Parsing
Travis S. Casey
efindel at io.com
Mon Jun 7 11:13:09 CEST 1999
On Fri, 4 Jun 1999, Albert wrote:
> I believe the problem of newbies being confused as to what to do can be
> easily remedied by giving them a thorough introduction, a specialized area
> that allows a sort of interactive help system. And until they reach level 2
> or so, periodically give them tips, pointers, and help key words.
I agree, but I see a few possible sticking points:
1 - How do you tell who's really a newbie? If you make an experienced
player wade through several screens of introduction and then forcibly
stick them into a newbie area, they may get annoyed or frustrated and
decide not to come back to this mud.
You can solve this by having some fairly easy way to get out, and
let people know at the start. (e.g., "You may leave this tutorial
at any time by typing, "leave tutorial")
2 - How do you make the newbies go through it? If you make it easy to
exit the "newbie training" for the benefit of experienced players,
some newbies will probably take that option as well. One could say,
"Well, that's their problem" -- but if they then start annoying other
players by asking lots of questions that would have been answered by
the newbie materials, it becomes other people's problems as well.
For this, I'd suggest making it easy to come back to the newbie
materials at any time -- e.g., having a command that will put you
back in them, integrating them into the regular help system, and
having the newbie area be reenterable.
A parallel problem can be "helpful" players. The first time I
mudded, someone offered to help me out. He teamed with me, led
me around a bit (introducing me to the "follow" command along the
way), gave me some armor and a weapon, and we went and fought some
monsters. Unfortunately, he didn't tell me much of use, and I
didn't learn anything about the layout of the mud or where safe
areas for newbies who were mudding alone were. The next time I
logged in, I found my way to the store where we'd bought my armor and
weapon, bought the most expensive ones I could afford, wore them,
and went out to the area we'd gone to together. Naturally, I got
trashed there by myself.
After dying, I wound up with no experience again, only a little
more money than I'd had to start with when I first logged in, and
a sour taste in my mouth.
3 - A common pitfall of newbie areas is that they're insulting. I recall
one mud giving newbies a towel, a pot, and a spoon as starting armor
and weapon. On another, I got to experience the "fun" of having my
character be beaten up by squirrels, rabbits, etc.
Even in D&D, in which characters are notorious for starting out weak,
beginning characters can take on goblins, kobolds, giant rats, and
other opponents that actually sound like they might be worth
fighting. Who wants to get beaten up by squirrels?
4 - Determining when somebody isn't a newbie any more can be difficult.
Do you do it by earned experience? If so, what happens if a
"helpful" player helps a newbie get a lot of XP fast, as happened to
me, but the newbie doesn't really learn much from it? By time on
the mud? But what happens then if someone spends a lot of time
wandering around and talking to people before really trying to
adventure? Some combination or modification of these?
I'm not ragging on the idea -- as I said, I think it's a good idea. Just
pointing out some possible pitfalls in implementation.
--
|\ _,,,---,,_ Travis S. Casey <efindel at io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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