[MUD-Dev] realism

Jp Calderone exarkun at flashmail.com
Mon Jun 7 14:40:43 CEST 1999


Matthew Mihaly wrote:
> 
> Thoughts on the nature of realism in MUDs.
> 
> A few people have mentioned 'realism' as if MUDs need to be a simulation
> of some artificial reality, complete with consistency, etc. I would argue
> that this is not only necessary, but that it is impossible.
> <snip>

Some mornings, after many hours of coding, usually around 5-5:30, right
when the sun is begining to come up, I'll pull out my bike and go for
a short ride.  Helps clear the head and forces me to come back and go to
sleep finally.  Anyway, when I see the sun rise (unfortunately over the
golf course, can't be helped), I think, "There is no way I can ever
simulate that."  Ands thats it.  I resign myself to that fact and go
home.
When I pick up the code again I remember that I am writing a *game* an
not a simulation of reality, this one or really any other.  It may 
sometimes help to base some things in the game off of real life, but
that doesn't make it anything more than a game.  I think what MUDs
should approach, and hope that what mine is approaching, is something
that is just fun to play.  Whether it be a combat-oriented "sport"
or an intense role-playing experience, it's still just a game, and
it'll never be anything more.

Anyway, my 2 cents on "realism"

Jp

--
A sad spectacle.  If they be inhabited, what a scope for misery 
and folly.  If they be not inhabited, what a waste of space.
                -- Thomas Carlyle, looking at the stars



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