FW: [MUD-Dev] Interesting EQ rant (very long quote)
Matt Mihaly
the_logos at www.achaea.com
Tue Mar 13 08:51:30 CET 2001
On Mon, 12 Mar 2001, Travis Nixon wrote:
> the_logos at www.achaea.com wrote:
>> Well, ok, put it in a game. I bet the first thing players are going
>> to ask is "What, my character can't talk to another character?"
> You know, at one point a friend and I were attempting to conceive of
> a tree-based dialogue system where you didn't actually type anything
> to anybody, not even to other players. Instead, you'd use a sort of
> tree-based conversation system, constructing dialogue through a
> series of menus, similar to (but obviously much more complex than)
> what many games do now for npc conversations. Originally I wanted
> it as a way to blur the lines between PCs and NPCs, and a way to
> encourage staying in character, because the ability to ask "So how
> about that nasty drop in the stock market yesterday" would not be
> able to be constructed, unless of course the game had a stock
> market. :) Such a system would do exactly what I think John is
> trying to, because if the character did not know the password, they
> could not construct a conversation containing it.
PSO does this you know. They don't really do it out of choice though,
but because most of their players won't have keyboards.
> Of course, in my ideal world, all of this is irrelevant, because
> Matt could tell Paul the password to move the statue, but the key
> would no longer be there. Matt has it.
In my ideal world, Matt could tell Paul the password and Paul would go
move the statue with it, cause I don't see any reason to stop Paul
from moving the statue with it.
> Let me just take this opportunity to say that I am not currently
> working on an online game, but that if anybody has a spare few
> million dollars and a development staff burning a hole in their
> pocket, I'd be more than happy to take them off your hands. :)
I'll hire you if you don't mind being deferring payment for a few
years.
--matt
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