[MUD-Dev] Evolutionary Design
Koster
Koster
Fri Jun 14 08:12:16 CEST 2002
From: Madrona Tree
> From: Sasha.Hart at directory.reed.edu (Sasha Hart)
> As MMOGs go, anyway, UO is pretty close to a Sims clone. (But
> backwards, i guess, cause UO came first)
I was very excited about the Sims when it first came out, and I've
had long talks with Will about some of the similarities.
> UO did not, however, have AI for your avatars. Course, you only
> had the one avatar. If you had 8 avatars in UO as you do with The
> Sims, people would've demanded AI. UO also did not have original
> user-created objects, which are 90% of the fun of The Sims.
Interestingly, the AI system used in The Sims is *very* similar to
the original "ecology" AI system in UO: a needs based system based
on Maslow. The principal difference is that the Sims model uses
objects broadcasting their resources to a radius, whereas in UO AIs
had to search for resources in a radius (which was stupid).
> I wonder if/how they'll allow user-created objects in The Sims
> Online. It would be a real shame if they didn't -- there are some
> real are-teests out there.
There's no user-created objects in the initial release of The
Sims. I believe they want to do it, but the legal/admin issues were,
uh, big.
-Raph
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list