FW: [MUD-Dev] Interesting EQ rant (very long quote)

holding99 at mindspring.com holding99 at mindspring.com
Fri Mar 9 15:34:21 CET 2001


This conversation on player vs character knowledge raises a question
(at least in my mind): Has anyone considered (or perhaps implemented)
a system in which the player is not in complete control of the
character? IE, the character observes and experiences the world, and
then reports everything to the player. The player would then
effectively make suggestions to the character, which the character
would usually (but not always) act upon. For example, if a player
instructs the character to jump off of a cliff (for whatever reason),
the character, knowing that such a fall would result in his death,
refuses. Perhaps this would be a way of effectively separating
character knowledge with player knowledge. After all, even if the
player knows that this cliff has a strong updraft that will allow the
character to float down to a cavern filled with treasure, the
character only knows that a fall from such a height usually results in
death, and therefore (using what knowledge of the world he has) will
not jump. It seems to me that such an approach would allow enforcement
of in-character knowledge in a "realistic" way.

Is this feasible? Has anyone tried this?

T.H. Cooke
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