[MUD-Dev] On socialization and convenience

Vincent Archer archer at nevrax.com
Mon Jun 18 11:14:48 CEST 2001


According to Sean Kelly:

> Also, the shops have mostly been replaced by rooms full of
> personal terminals and I can just picture the hordes jockying for
> position much like the supply stations in Tribes.  I guess we'll
> see how

Don't complain about personal terminals. These are multiuser; more
than one player may shop at the same time. The "staffed" shops (the
specialised stores) have a NPC shopkeeper, but trying to shop with
him (it has the exact same interface as a store terminal, mind you)
when someone else is browsing the inventory yields a message along
the line "I am serving Sonandso here, mind you. I'll be right back
with you".

Mighty irritating when you start to suspect the guy is AFK because
he hasn't moved from the merchant for 5 minutes :)

> things turn out once the game goes into production, but Ralh's
> statements about how world design affects the socialization
> dynamic was very apparent when contrasting AO with AC and UO.

Yup. And what's worse: in AO, the stores are in different zones than
the rest of the city. If someone's shouting just in front of the
store door, you don't hear him/her.

--
Vincent Archer                                         Email: archer at nevrax.com

Nevrax France.                              Off on the yellow brick road we go!
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