[MUD-Dev] Persistent Worlds
the_logos at www.achaea.com
the_logos at www.achaea.com
Wed Feb 21 03:04:01 CET 2001
On Tue, 20 Feb 2001, Eli Stevens wrote:
>
> ----- 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.
I doubted then and I doubt now. That prose looks very stitched
together to me.
Output of command: focus logran
- You adjust your optical cybernetics to focus on the pack of Logran drones.
- There are fourteen of them.
- Magnification is at x300.
- The pack is led by a class three hunter.
- The Logran drones are carrying laser rods.
- The Logran hunter c3 is carrying a rail cannon.
- They are heading in your direction.
- They are about 250 meters away.
Now, granted, none of us are the next James Joyce and none of the
writing for MUDs needs to be winning Pulitzers. The Physmud stuff
isn't bad. But, it DOES look stitched together and from the examples
there wouldn't do a very convincing impression of storytelling.
--matt
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