[MUD-Dev] Maintaining fiction.
Matt Mihaly
the_logos at achaea.com
Wed Jun 20 18:17:48 CEST 2001
On Mon, 18 Jun 2001, Caliban Tiresias Darklock wrote:
> On Fri, 15 Jun 2001 02:17:13 -0500 (CDT), shren
> <shren at fnord.io.com> wrote:
>> I'm formally coining the phrase, "Absolute Death", or ADeath, for
>> situations where:
> I like this idea. Let me clarify a few things I think need to be
> clarified, so I can pretend I had something to do with it. (Hey, I
> was a defense contractor. What do you expect?)
>> A) The character database entry is unusable (closed).
> How about "The player's in-game persona is closed, rendering it
> unusable within the game"?
>> B) The close came from a game feature and not a game bug.
> How about "The close is an expected consequence of expected
> in-game conditions"? Keeping in mind, of course, that "expected"
> refers to the developer's expectations of the *engine*, not the
> player's expectations of the *world*.
>> C) The close is always irreversable.
> How about "The close is not reversible through in-game actions"?
> Theoretically, intervention on behalf of the system administrators
> should ALWAYS be able to recover characters in the event of a
> clause B violation.
I can restore characters while in the game in Achaea. Further, even
if I couldn't, I could add that feature in the future. It's not
possible to define a close as being irreversible through in-game
actions. It can be irreversible _at that moment_ through in-game
actions, but then you've got a situation where I can flick "absolute
death" on and off every day. I'll have absolute death one day, and
then the next day when I don't, I'll restore all the "absolute died"
characters, and then the day after claim to have absolute death
again. It becomes rather meaningless.
--matt
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