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<H1>Re: [MUD-Dev]  "short" Introductory Message (fwd)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  "short" Introductory Message (fwd)</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sat, 07 Jun 97 19:18:21 -0700</LI>
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<PRE>

On 06/06/97 at 07:42 PM, Martin Keegan &lt;martin#cam,sri.com&gt; said:

&gt;I've been asked by Chris to write a "short" introductory message,
&gt;which I've completely failed to do as this introduction runs to more
&gt;than a hundred lines. 

This list has long been the recipient of "short" posts which
challenged the Discordia for size.

&gt;Anyway, a few notes on Island, what I'm doing now, and miscellaneous
&gt;ideas of mine ...

Will Island ever arise again?  It would be a great loss to have it
dissappear.  It did too may things far too well to lose, (and enough
things far too stupidly to tolerate its loss as an example).

&gt;...Island did this through the
&gt;introduction of a harsh regime of compulsory quests. The quests
&gt;tended to be quite elaborate, and provoked fierce competition. It
&gt;took me more than six months to complete them all.

And were for the uninitiated, utterly superb.  &lt;I bow in their general
direction&gt;

&gt;Eventually, it became apparent that the quest-oriented nature of the
&gt;game was driving players away. Crucially, it was driving away the
&gt;idiots and powerlevellers. "Strong in Spades", is how Island was
&gt;described in the light of Bartle's HCDS paper. (Spades being the
&gt;"Explorer" types). Every year or so, the quests would be updated, and
&gt;made more numerous, and (we hoped) more intellectually challenging.

&lt;cheers&gt;

&gt;At the moment I'm writing a mud (from scratch, unsurprisingly) which
&gt;allows building at a proportional cost to the player, rather than
&gt;being based on rank. (Or letting everyone build, or no-one at all).

How do you intend to scale the cost of construction?  I've been
thinking about this one a lot and have yet to arrive at a decent
model.  Best idea to date:

  All newly created objects inherit by default from $NEW_OBJECT

  All $NEW_OBJECTs have a definite life span before the system deletes
them.

  The more a $NEW_OBJECT is used, and the longer its list of users.
the longer a $NEW_OBJECT will stave off deletion.  

This of course does not limit the rate of production, just the
persistance.  

&gt;More interesting to the design people is that the system incorporates
&gt;a language called 'E', which looks a bit like Inform. 

Would you describe in more detail?  Examples?

&gt;To the end of making sure the text is not repetitive, I've designed a
&gt;system for randomised generation of non-boring text, which got an
&gt;airing in rec.games.mud.admin in a thread about creating consistent
&gt;names for newborn NPCs. 

Descriptions, definitions, or just names?

&gt;Named "EricGeneric", it has been described as
&gt;everything from "An invention more significant and useful than time
&gt;travel" to "Prolog for Poofters" (really!)

I recall the thread (sound of binary digging).  Oh yeah -- got the
macro file too.  But that was specific to building character names per
a template of sorts.  Has it changed?

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...



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<UL><LI><EM>From:</EM> Martin Keegan &lt;martin#cam,sri.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  The laws of probability</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01297" HREF="msg01297.html">Re: [MUD-Dev]  The laws of probability</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 12 Jun 1997, 03:00 GMT
<UL>
<LI><strong><A NAME="01309" HREF="msg01309.html">Re: [MUD-Dev]  The laws of probability</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 13 Jun 1997, 01:04 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="01245" HREF="msg01245.html">"short" Introductory Message (fwd)</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Sat 07 Jun 1997, 09:37 GMT
<UL>
<LI><strong><A NAME="01249" HREF="msg01249.html">Re: [MUD-Dev]  "short" Introductory Message (fwd)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 08 Jun 1997, 02:52 GMT
</LI>
<LI><strong><A NAME="01258" HREF="msg01258.html">Re: [MUD-Dev]  "short" Introductory Message (fwd)</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 09 Jun 1997, 00:03 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01242" HREF="msg01242.html">[WotC TSR buyout] WotC Survey</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 07 Jun 1997, 05:30 GMT
<LI><strong><A NAME="01327" HREF="msg01327.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Sat 07 Jun 1997, 03:14 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01342" HREF="msg01342.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 18 Jun 1997, 12:31 GMT
<UL>
<LI><strong><A NAME="01356" HREF="msg01356.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Thu 19 Jun 1997, 17:22 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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