[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.




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