[MUD-Dev] Persistent Worlds
Eli Stevens
wickedgrey at wickedgrey.com
Tue Feb 20 17:44:54 CET 2001
----- Original Message -----
From: "John Buehler" <johnbue at msn.com>
To: <mud-dev at kanga.nu>
Sent: Sunday, February 18, 2001 11:55 PM
Subject: RE: [MUD-Dev] Persistent Worlds
> Backstory has the nasty characteristic of setting expectations
> rather high as well. Flowing prose and expansive imagery suggests
> to players that this is how the game world will be. But only
> uninterrupted prose can match that expectation, and a game, whether
> textual or graphical, cannot do the job. Let the player experiences
> set player expectations for the evolving plot line. Particularly if
> you think that you might not be able to do everything that you hoped
> you could when you started out.
As a counterpoint I offer:
http://www.kanga.nu/archives/MUD-Dev-L/1999Q1/msg00661.php
Granted, we need more (a lot more) to really be able to say that the
system can produce prose (rather than repeat it, re-stitching it as
necassary). But, what is there _is_ decent reading.
> > Travis Casey:
> > I agree with this part. :-)
>
> Don't *do* that. I can't deal with public agreement.
Heh heh. See above. ;)
Eli
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