[MUD-Dev] AI not worth doing in our games?

Sasha Hart hart.s at attbi.com
Sat Dec 14 09:04:39 CET 2002


[Damion Schubert]

> Consider this: the AI in most combat-oriented games is the
> 'puzzle'.  It's the cards that are flipped over in solitaire, or
> the pieces that fall in tetris.

I don't think this is a disagreement: that description fits more
with my experience of single-player games than (most, or big
graphical) MUDs. Those mobs seem to be not a puzzle so much as
(aggregately) a fitness function which is used to evaluate your
point distribution and gear. So, for example, it's not at all a
puzzle to pull but you can get spells cast on you to make you a more
efficient puller and increase xp gain rate. Getting those spells
cast on you is just a matter of knowing their names, begging, buying
the scroll, etc. The decisions made in a combat are themselves
generally negligible - do I use my mana now or later? Do I run now? 
That's fine, but the decisions made out of combat are barely a game
themselves. For that you really look to the decisions made about
gear and point distribution.



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