[MUD-Dev] DGN: Requesting feedback on a "concept document" (somewhat related to Better Combat)
Craig Huber
huberc at frontiernet.net
Wed Aug 4 17:00:03 CEST 2004
The "Better Combat" thread and other recent topics have inspired me
to forge ahead on a task I've been working on for quite a
while... in short, a "concept document" which pulls together at
least some of the ideas I've been intrigued by in the past, and my
fumbling attempts to tie them together.
My main impetus for such a project is simply to offer one potential
shared basis for future discussion. Personally, one of my primary
sources of frustration in terms of discussing design concepts in
general, and specific game mechanics in particular, is that
everything is interconnected to such a degree that attempting to
focus on any specific topic/concept in the absence of establishing
the "10 thousand foot view" inevitably leaves you arguing about
perspectives, instead of exploring possibilities.
IMO, Musashi of Asheron's Call critiquing fame quite appropriately
summed up the situation with the term "holistic" (in a document
mirrored here at kanga.nu, I see... didn't know that, excellent).
The documents I've created to date are the beginnings of an attempt
to establish at least one foundation that could be used for
discussion.
The tiny portions I've completed so far can be found at:
http://www.frontiernet.net/~huberc/voyages_faq_frame.htm
and if anyone is interested in wading through the detritus, you are
quite welcome to do so. Comments/feedback would be welcome as well,
of course.
Some comments:
1) my apologies for the disjointed styles across the pages, as
well as any typos or confused grammar. My time to work on the
document is limited, and everything has probably been rewritten at
least twice, over probably 3 years of on-again, off-again effort.
I must confess, just getting the ideas expressed in writing has
been my first priority.
2) further, this is a document that focusses primarily on raw game
mechanics, or even more nebulously on game mechanic paradigms, as
opposed to "higher level" world-building or technical concerns
such as mob spawning/distribution systems, interface mechanisms,
and the like. I don't discount the importance of such concepts,
believe me... I simply haven't really gotten to documenting at
that level yet. Considering and planning, yes, but not
documenting. If you're not really interested in mechanics per se,
this probably isn't worth your time.
3) like many of the people who post here, I have some strongly
held opinions... but I've tried _not_ to express them overtly in
these documents. What is in there is derived from those opinions,
of course, but I've tried to go through and remove or at least
reword anything that looked too much like "I'm right, the rest of
the world is wrong, and anyone who disagrees is a (fill in the
blank)." I'm not too sure I've actually succeeded, however... so
whatever is still in there, if it offends, I apologize.
4) it's in the form of a FAQ. Not because that's the best form,
but because it was the easiest for me to work with given the way
I've had to proceed.
5) And last... to sum up my perspective, I see this _a_ (possible)
Way, not _the_ Way. Anything, anywhere, that sounds like
something else... please let me know, I'll reword it.
6) If you're working on a game, and by some miracle happen to see
something you like... use it. Please. And let me know so I can
play it. :-)
Enough of that. It's out there, and any feedback would be welcome.
Thank you in advance for your comments.
Craig Huber
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