[MUD-Dev] MMORPG, buildings, is it bad to be just props?
Paul Schwanz
pschwanz at comcast.net
Thu Feb 20 13:36:02 CET 2003
J C Lawrence wrote:
> On Wed, 19 Feb 2003 15:32:17 -0500
> Lee Sheldon <lsheldo2 at tampabay.rr.com> wrote:
>> I also remember a Star Trek adventure game ( I forget the title
>> though!) that allowed you to "jump cut" your character (or party)
>> to a distant visible location. It was a nice steal of a common
>> film technique to dump reality in favor of drama.
> The problem is implementing that in a MUD.
> Single player RTS games have traditionally done that in either of
> two ways:
[snip 1]
> 2) The jump takes RL time (so its essentially a set of marching
> orders), but frees the player to manipulate/track other game
> tokens while it is progressing.
> The problem for MUDs is that the player is controlling a only
> single token at any time (his character) making #2 inapplicable...
If we modify #2 slightly, I don't think it must be inapplicable.
2) ...but frees the player to manipulate/track other game tokens
or log out while it is progressing.
Let the player choose which parts of the character's life he finds
dramatic and which parts he does not.
--Phin
_______________________________________________
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