[MUD-Dev] Languages (slightly offtopic, was Text Parsing)

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Mon Jun 7 14:02:03 CEST 1999


Caliban Tiresias Darklock wrote:
> unreceptive to every idea. I can't easily explain the entire game to the
> list, and even if I did, someone would join as soon as I finished and not
> understand anything. It's a lose/lose situation. I've gone into some pretty
> lengthy descriptions here of what various things in UU are like, and I've
> barely even scratched the surface.

I don't think it is a lose/lose situation.  I think it is important to point
out that each list member have their own agenda and their own goals with
participating in the list.  That is a natural consequence of JC's undefined
and open-ended fertilizer.  I for one, has not really learned anything in
particular from the list, I think.  Although I probably have been influenced
indirectly.  One thing I do get is an opportunity to write out some of my
thoughts and make them explicit, which is valuable to me.  I also get to see
what other developers are thinking and how they are thinking, which is
valuable.  I am not after particular ideas, and I don't think the list will
improve any of my ideas, but that doesn't mean I can't use information
indirectly.

To use an analogy: if I only listen to techno music day out and day in and
then somebody happen to put on a country and western CD, then I for sure
won't convert. However, that could trigger a response in me to look for
something else, maybe I would go and buy some jazz music...

If somebody present a design I don't like, then it is an opportunity to ask
myself why I don't like it. By doing that, I will also become aware of what
I see as good design, and what the advantages and disadvantages are.

I appreciate being exposed to the details of Achaea and Ultimate Universe. I
don't care if the authors are stubborn or not, I am stubborn and
opinionated, and I think that is necessary to get anything new flying. Even
if the stubborness involves underestimating the work involved[1]. The
information is valuable even if I don't read all the details about those
systems and don't respond to them right away.

As for usability, niche systems are special.  To consider usability, you
will have to consider the target population.  Assembly programmers have
different needs compared to the average mac-user. Niche systems have
different needs than mainstream.

I for one, will rather see insane ideas presented on this list than
iterating over class/skill systems, PK vs social and so forth.  I would call
it "exploring the design space".  Presentations of systems like Achea and UU
could likewise be called "a survey of the niche space".  I consider lengthy
single document presentations of such systems as gifts to the list archives
from the designers.

[1] I think that is an necessity as well though. Who would actually consider
starting on a 5 year project that is likely to fail? I am here taking the
perspective of MUDs as art, not as commercial projects where such thinking
would be fatal.
--
Ola



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