[MUD-Dev] Maintaining fiction.
Brian Hook
bwh at wksoftware.com
Tue Jun 5 15:57:49 CEST 2001
At 10:58 AM 6/5/01 -0700, Trump wrote:
> While it's nice to see that at least one person got the point of
> the original post, it's frightening that many were too distracted
> by the specifics I chose for implementation to get the big
> picture.
Well when a sample implementation of a theory looks scary, then that
will carry over to people's perception of the theory.
> If you want to promote roleplay in your so called RPG you need
> to reward it where possible, lead by example and avoid anything
> that might jolt someone out of thier suspension of disbelief.
I completely agree. The difference is that you have very different
ideas of what constitute the above compared to mine. I think that
was the main sticking point I, and many others, have.
I am all for in-game mechanics that encourage you to act "in
character", so long as it doesn't strait jacket you into playing a
very specific role the game designers want you to play (instead of
what you want to play).
> games commonly place fiction breakers even in the basic
> gameplay (showing damage numbers).
That does not break the fiction for me, or for many people. It's a
part of the vernacular. Turning a page while reading a book doesn't
break the fiction for me, because that is part of the mechanic when
I read the book. Your mind is very malleable when it comes to
accepting things and moving on if it allows you to enjoy yourself.
> 20%. If you want your MUD to just be a hack and slash
> adventure game, that's fine, this discussion has nothing to do
> with those types of games.
Believe it or not, it's still an RPG if the role you play is that of
a sword wielding barbarian.
> So, instead of saying what *I* would do. Let me ask what *you*
> would do to make your RPG more of an RPG and not just an Adventure
> game?
I would provide in-game mechanics that encourage and reward
roleplay, and that moderately punish obvious out-of-character
actions (e.g. dark elf wielding Holy Avenger). What I would NOT do
is obsess over the specific terminology for the basic technological
infrastructure that is required to play the game. I would also
avoid designing in limitations that make the game less fun to play
for my target audience.
It's all well and good to design a game that appeals to a niche
audience of "hardcore roleplayers". Hell, you can do that right now
on IRC and get into a game of V:TM that is diceless. What I take
exception to is that a game can't be considered an RPG unless it
falls under someone else's rather arbitrary set of rules that
determine immersion or not.
Brian Hook
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