[MUD-Dev] The Relationship between pkers and monster AI?

Mik Clarke mikclrk at ibm.net
Wed Sep 8 20:59:02 CEST 1999


>   All of these stem from a desire to use the anonimity and the ability with
> the proliferation of free accounts on modern systems to avoid tracing to
> act out behaviors that they can't get away with in real life.
> 
>   You will never, ever build a game-controlled entity that can fulfill this
> particular hierarchy of needs, because they hinge on affecting another real
> person in a negative way.

Hmmmm. I wonder how much work they are prepared to put into that?  If
they
could be persuaded to work within the framework of the world then such
feeling could be harnessed for the benefit of the rest of the players.

Allow a player to log in as a mob, probably a fairly powerful one. 
Then,
restricted to just their game abilities, let them go take on the real
players.  A new baddy (or baddy personality) every week.  Tie the mob
into a game quest and give player rewards for defeating it.  The guy
running the mob gets the savage joy of devouring the players he can kill
and, if he 'wins', may get to do something fairly destructive (but he
might have to solve a quest of his own to do it).  An immortal or two
should probably be lurking in the back ground, just to check for abuses.

This would also let a player get violent and destructive without harming
thier normal charater.

Mik



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