[MUD-Dev] Re:Time Theory

Leland Hulbert II lhulbert at hotmail.com
Fri Mar 15 14:48:44 CET 2002


Talies the Wanderer <snicker at pinkpig.com> wrote:
> At 12:02 AM 3/14/02 -0800, David C.Z. Wacks wrote:

>> I have been playing with Time and Events and wanted to get some
>> usage and thoughts from the group. I am soliciting as much input
>> as possible as this make a huge playability difference.

<<SNIP>>

> Many of these casual players log in at the same time every day
> (ie, when they get home from school or work, or that hour between
> classes in the computer lab), and if mud-time were tied directly
> to real-world time, then they would be logging in at the same
> game-world time every time they played.  Perhaps not an issue for
> most - unless they happen to be logging in after "shops are
> closed" time.

Has anyone implemented in-game time zones?  If you're keeping the
1-to-1 relationship between real-time and game-time, why not allow
for different parts of the game world to have different game times?
This would have the side-effect of encouraging your customers to
group their characters by real-world locations, if only because the
shops that are open during prime game time in australia all happen
to be in the same place.  It could also give the impression of a
larger world.

Whether that's a good thing or not is debateable, of course.  But I
find the idea intriquing.  I think, personally, that the fact that I
have to log in at a different time of day if I want to move
effectively across the game world would increase my immersion.
Again, you decide if that's what you want.

Lee
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