[MUD-Dev] Self-Sufficient Worlds
Powell
Powell
Tue May 23 20:13:26 CEST 2000
> From: Zak Jarvis
> Sent: Wednesday, 24 May 2000 12:03
>
> What I want, ultimately, is for the biography of a sizable
> portion of the
> player population to contain the puzzle pieces which tell a series of
> larger and larger stories - stories which are not mapped out
> beforehand,
> but flow out of the interactions between each other and their
> environment.
>
> Given my definitions, how would you use a team of writers to
> accomplish my
> goals?
>From this perspective, a series of story bound threads might be a viable
answer. I was toying with the idea of having a number of threads running
concurrently that were tagged with a line of influence that would become
evident in the game world.
By example, there would be a thread for each religious group, and a main
religious thread. The main thread would keep values for all of the religious
beliefs (gods) and rate their worldly influence based on this value (i.e
god1=100, god2=150 etc). An event (quest) that is based on a particular
religions thread would therefore document a hisorical entry for that
religion (Bubba found the Grail) and give a bonus to the main religious
threads score. When the score hits a certain level above the others, then a
"miracle" would occur (blight in the case of an evil god) and become know
through the whole world via town criers etc. This would then provide a basis
for fanatacism (yee-haa) to become rife and get people a lot more involved.
Likewise there would be threads for other classes or world/city based
politics and such. The threads could also influence other threads to provide
conflicts. In this way, if one thread required a PC to steal an object from
another story thread to have it progress, there would be a conflict between
them, and if the conflict value rose too much, then all out war ensues until
they are placated.
ideas??
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