[MUD-Dev] Self-Sufficient Worlds

Lee Sheldon linearno at gte.net
Tue May 23 15:43:33 CEST 2000


> -----Original Message-----
> From: mud-dev-admin at kanga.nu
> [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Zak Jarvis
> Sent: Saturday, May 20, 2000 3:33 PM
> To: mud-dev at kanga.nu
> Subject: RE: [MUD-Dev] Self-Sufficient Worlds

> > Can we literally take the seeds: A character here, a character
> > there, some situations, conflicts, resentments, etc. and simply
> > stick them in our world, and let nature, the world, and the
> > players, run their natural course?  I think so.
>
> I *know* this method can work in smaller scale games. I've
> seen it happen
> and been a part of the stories that were being told. It was indeed a
> supremely satisfying experience, and it served to get me into
> this whole
> field to begin with.
>
> However.
>
> I don't think it's a tenable option for truly large scale games. The
> resources required are simply unreasonable. See my earlier post for a
> sketch of a method I think will work.

I look at story in large scale games as being made up of lots of little
stories.  I'm not trying to seed an entire game world at this point... heck,
I'm not trying chaos theory at all right now, the word tends to scare people
who pay me to think stuff up... but the idea is to seed a bunch of smaller
stories and see how they fit in the grander arc, or if they create one (the
ultimate idea) of their own.  Anyway, since I have been creating stories
quests and errands for well over a year, and haven't found the strain on
resources to be as unreasonable as you fear, there's not much more I can
add.  It's not a theory with me, you see.  I'm just doing it.

Lee




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