[MUD-Dev2] [Design] Personal virtual worlds
Mike Rozak
Mike at mxac.com.au
Fri Feb 2 00:40:17 CET 2007
John Bueher wrote:
> 1. The assumption exists that a Personal Virtual World is a roleplaying
> game
> environment.
Personally, I've just been thinking of the PVW is a place where people do
stuff, although I didn't put that in my writeup. I have been mainly focusing
on CRPG/adventure games, as you pointed out, but I try to keep ideas like a
chess PVW in the back of my mind. (I am partial to CRPG/adventure.)
> 2. The assumption exists that a Personal Virtual World is a stand-alone
> environment.
Yes. This is perhaps a bad assumption, but it's partially an artifact of my
size. I don't expect to provide servers for PVW authors. Putting them all
into the same environment is easier/cheaper, but it too has problems, such
as the problems that neighbors are having in SL.
> 3. The assumption exists that a Personal Virtual World is constructed
> using
> current development techniques (that exist to satisfy the needs of those
> who
> build games today).
True. I can imagine how creation would get easier in the future,
particularly as procedural animation gets better, and/or motion capture gets
cheaper.
Your other comments seem reasonable, although probably beyond the scope of
what I'll manage. :-)
Personally, I don't think 3d is end-all be-all, as was anticipated by VRML.
3D has a time and place, just as text.
More information about the mud-dev2-archive
mailing list