[MUD-Dev] Persistent Worlds

Jon Lambert tychomud at ix.netcom.com
Wed Feb 21 04:13:37 CET 2001


Eli Stevens wrote:
> From: "John Buehler" <johnbue at msn.com>
 
>> 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.


That's not really backstory.  I thought backstory was short for
background story or "what went on before".  This is great stuff
though.  It is the here and now.  It is stitched together.  The
sentences are short, somewhat stilted, but to the point.  It conveys
action because it feels like action.  I like it in the context it was
presented.

It is probably too wordy for one of those spammy automated real-time
combat type games.  You know the games where you are speed-reading
looking for status clues like "The troll has disarmed you and sent
your weapon flying!"  For a more relaxed turn-based combat type game
it may be ideal, IMO.

--
--* Jon A. Lambert - TychoMUD        Email:jlsysinc at ix.netcom.com *--
--* Mud Server Developer's Page <http://tychomud.home.netcom.com> *--
--* If I had known it was harmless, I would have killed it myself.*--

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