[MUD-Dev] Re: Room descriptions

Koster Koster
Mon Sep 28 17:39:01 CEST 1998


> -----Original Message-----
> From: Adam Wiggins [mailto:adam at angel.com]
> Sent: Monday, September 28, 1998 5:33 PM
> To: 'mud-dev at kanga.nu'
> Subject: [MUD-Dev] Re: Room descriptions
> 
> 
> On Mon, 28 Sep 1998, Koster, Raph wrote:
> > I would
> > not call the goal of having a fully interactive environment even
> > necessarily contradictory to what I am discussing. You can 
> > have a fully
> > interactive environment that still imposes a perspective or 
> > a worldview
> > on the player, I would think. 
> 
> On this particular point I don't think I can agree.  In the end, if
> someone detonates a nuclear bomb inside your candy store it's 
> still going to have the same roomdesc.  I don't think this sort of 
> constructed world
> will ever be interactive in the way that I'm thinking; it will always
> be a sophisticated Zork spinoff, which is to say you only have the
> interactions which are coded by whoever created the area.

Yes, well, this is the case for all the interactive world interactions
you might have, too. If you leave out atom bombs from your code, after
all, there's no way one is going to be detonated in the candy store. :)
Similarly, if you don't have "burned" long descs for all the various
objects in your database, then once the fire is over, you may not have
achieved the effect you want. We're always stuck with "only the
interactions which are coded" after all...

> Other than that, I agree with all your other points including the main
> one.  I could see a whole new genre of muds spinning off from 
> this sort
> of thing, especially with free user creation (LegendMOO?).

Hmm, interesting thought.

-Raph




More information about the mud-dev-archive mailing list