[MUD-Dev2] [DESIGN] [REPOST] Personal NPCs
cruise
cruise at casual-tempest.net
Tue Jun 26 10:41:43 CEST 2007
Thus spake Mike Rozak...
> ********************************************************************
> * REPOST
> *
> * Original Poster: Mike Rozak
> * Mike at mxac.com.au
> *
> * 11/15/2005 12:57 AM
> *
> ********************************************************************
>
> I recently thought up an interesting way to make quests more
> compelling by having them handed out by a player's "personal NPCs",
> such as the character's parents, childhood friends, henchmen, or
> pet. See http://www.mxac.com.au/drt/PersonalNPCs.htm, or the
> attached text below. This technique might even allow virtual worlds
> to break away from the hunter/gatherer motif that currently
> permeates virtual worlds.
<snip>
I wholeheartedly endorse everything in this - it's an excellent
"in-between" from current games and the stuff I'm still trying to get
working involving proper personality simulations with likes and dislikes.
Games will not be accepted as proper form of entertainment until we
master social interactions between players and NPCs (that aren't just
pre-scripted).
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