[MUD-Dev] Logical MUD Areas

Kevin Littlejohn darius at bofh.net.au
Sat May 5 10:24:47 CEST 2001


"Triem, Brad" wrote
> Thursday, May 03, 2001 12:41 AM, Scion Altera wrote:
 
>> Ditch the human built areas and go for generated ones. Seperate the
>> mobs from the areas entirely:
 
> This is the approach I am taking on my current MUD design.  Let's
> take it from your approach, and add on to it.  Let's separate the
> mobs from the areas and the objects from the mobs.  98% of the areas
> are generated by a Random Dungeon Generator (RDG).  2% of the areas
> are pre-built special zones and the town you start in.

<snip description of randomly generated things>

Even in Angband, people tend to talk about which named creatures
they've killed or which named items they've found - which are not
randomly generated, but randomly placed.  In EQ, the big thing is
"collect the set" - very similar to the trading card games, you get
people inspecting you and commenting on "why haven't you got blah", or
"wow, that's the blah I've been looking for".

Idle thought: Would random creation of treasure destroy the
collectables aspect (and hence a big part of the addictiveness) of a
mud?  Do you need to have _some_ named/unique gear or monsters in
there, so people can talk about them without referencing the stats?

KevinL
--
Internet techie                    Obsidian Consulting Group
Specialising in proxy servers and traffic measuring/billing.
http://www.obsidian.com.au/           darius at obsidian.com.au


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