[MUD-Dev] distributed objects
Jon A. Lambert
jlsysinc at ix.netcom.com
Tue Feb 15 17:52:34 CET 2000
Eli Stevens (Grey) wrote:
>
>It brings up an interesting question: what happens when the meta-game is
>harder than cracking the game (even when you have cracked the game and are
>"cheating")? The game designer almost says, "Cheat all you want, you still
>cannot win." What would happen then? Is such a system possible?
>
>*ponders*
>
Yes! There are. Or at least I think so...
1) A mud that implements a role-playing game of the storyteller variety. I
suppose that blatant plagiarism might constitute cheating.
2) A mud with a primary purpose is purely social interaction. (AKA Mud-Dev -
What constitutes cheating here? How do I win? Are there Mud-Dev meta
games? ;-) )
3) Diplomacy, a game where almost every form of cheating is actively
encouraged. It's technically feasible to cheat in a few "undesirable ways"
in the current Net Judge implementation. Though in FTF play the game is
immune to cheating, well...short of physically attacking your opponents.
--
--* Jon A. Lambert - TychoMUD Email: jlsysinc at nospam.ix.netcom.com *--
--* Mud Server Developer's Page <http://jlsysinc.home.netcom.com> *--
--* "No Free man shall ever be debarred the use of arms." Thomas Jefferson *--
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