[MUD-Dev] On socialization and convenience

Timothy O'Neill Dang tdang at email.arizona.edu
Tue Jun 19 11:01:14 CEST 2001


JC Lawrence sez:

> Perhaps the easiest way is by making the player populations
> inherently nomadic.  Everything moves.  Perhaps players live in
> tent cities and the cities are forced to move regularly by other
> game conditions.

I think something like this could possibly provide a nice balance
for the players, still under the assumption that there's a person or
algorithm generating interesting new territory fast enough. The
trick to this is to have a fairly broad area of "scrolling
map". Then the players can self-segregate. The hard-core explorers
can be out on the fringes of the new land, dealing with the
unpredictability. Others can hang back in the territories which have
already been explored.

------------------------------
Timothy O'Neill Dang / Cretog8
520-884-7261
One monkey don't stop no show.


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