[MUD-Dev] ghost mode (was Re: SW:G)

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Thu Sep 11 10:45:57 CEST 2003


From: Smith, David (Lynchburg) [mailto:smithdav at tycoelectronics.com]

>> Imagine a group of adventurers navigating a tough dungeon,
>> getting surprised by monsters and traps, and fighting for their
>> very survival. Then imagine that same group, in constant
>> communication with a "ghost-mode" player....

> Why would a designer choose to ease communication between
> "ghost-mode" players and non "ghost-mode" players? The choice to
> allow players to experience content in "ghost-mode" could imply
> integrating "ghost-mode" into the overall simulation. Following a
> strategy of "modeling the simulation with regard to how the system
> it simulates occurs naturally", a designer would probably make it
> hard for ghost players to communicate with corporeal players. If a
> corporeal player were to fit together a party of adventurers with
> strong skills in necromancy (if the modeled system allows this,
> and most fantasy-based worlds could probably accomodate it) and
> require that the benefit be costly to one or both parties. The
> party would then gain the benefit of a ghost partner, at a cost.

Fundamental rule: You cannot limit player communications.
Telephones, IRC, AIM & etc...

Dan
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