[MUD-Dev] Re: Family, was characters per account

Paul Schwanz - Enterprise Services Paul.Schwanz at east.sun.com
Thu Apr 13 13:06:58 CEST 2000


> From: Phillip Lenhardt <philen at ans.net>
> >One issue with open-scripting is that the scripting language must enforce
> >enough coding style that poor scripters can understand the work of good
> >scripters. Even better would be for the langauge to enforce a reasonable
> >level of configurability so that adapting a script is easy as well.
> 
>
Jeff said: 
> I'm not even going to provide that much flexibility, although they can
> download the software and write a script if they want to - if I implement
> it, then it'd be a button what any player could click to use that script.
> 
> But maybe one in a hundred of our players have any desire whatsoever to do
> any sort of programming.  I think text muds probably have a lot more
> programmer-types among the user-base there.
> 

Player "scripting" of characters doesn't have to be programming per se.  If 
you've played any RTS recently, you'll have noticed that there are usually a 
number of options for having a unit do things without your constant supervision. 
 By using point-and-click methods and a few icons, the designers are basically 
allowing gamers to "script" their characters to gather resources, guard a place 
or person, defend a position, patrol a certain area or route, etc.  We'll need 
more complicated tasks performed in MMORPGs, but I think it would be good to 
work from this icon driven model to make it more accessible to our users.  It 
won't take much to make SCPs (scripted player characters) more interesting than 
our current NPCs, IMHO.

--Phinehas

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                Paul E. Schwanz, II          
                Email: paul.schwanz at east.sun.com
 
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