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<H1>Re: [MUD-Dev] Graphic MUDS.</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] Graphic MUDS.</LI>
<LI><em>From</em>: Martin Keegan &lt;<A HREF="mailto:martin#cam,sri.com">martin#cam,sri.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 15 Aug 1997 02:20:02 +0100 (BST)</LI>
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<PRE>
On Tue, 12 Aug 1997 clawrenc#cup,hp.com wrote:

&gt; In &lt;<A HREF="msg00352.html">Pine.GSO.3.96.970803121452.27011I-100000@dryslwyn</A>&gt;, on 08/03/97 
&gt;    at 09:50 AM, Martin Keegan &lt;martin#cam,sri.com&gt; said:
&gt; 
&gt; &gt;BTW - there's an Australian talker (called Forest or something) which
&gt; &gt;is better than most of the muds out there.
&gt; 
&gt; Come on Martin.  You ought to know better than to drop such
&gt; unsupported generalisations in here.  You are challenged sirrah! 
&gt; Support your position!

Ok. Forest has extremely well written descriptions, reminiscent of
the narrative in Infocom's Trinity, and has the potential to suck a user
into its world by distracting him/her.

My favourite part is the disincentive to quit; typing quit brings up a
(assumedly) random interesting message, like

 Cannot find command 'quit'  (Y to quit):

or

 So you were the one that stole the cabbages! (Y to quit): 

this (together with similar features) is so well done that it goes well
beyond gimmickry. Discworld (David Bennett's MUD, not the books) does this
well too.

Despite being a talker, it has a "clan" system, around which the talker
basically revolves. Conversing with fellow clan members is easier than
with non-members, so clans become a social construct. They are influencing
my idea of my "house" system. The clan system generates player groupings
much more strongly than most of the mud equivalents I have seen.

In short, talkers, esp the good ones, have a lot to offer the mud design
world, esp in terms of presentation.

Mk


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Graphic MUDS.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
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<ul compact>
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<LI><strong><A NAME="00286" HREF="msg00286.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 30 Jul 1997, 14:11 GMT
<UL>
<LI><strong><A NAME="00352" HREF="msg00352.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Sun 03 Aug 1997, 18:25 GMT
<UL>
<LI><strong><A NAME="00393" HREF="msg00393.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Tue 05 Aug 1997, 15:35 GMT
</LI>
<LI><strong><A NAME="00494" HREF="msg00494.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 18:28 GMT
<UL>
<LI><strong><A NAME="00594" HREF="msg00594.html">Re: [MUD-Dev] Graphic MUDS.</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Fri 15 Aug 1997, 01:21 GMT
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<LI><strong><A NAME="00255" HREF="msg00255.html">OT: Server Web Site</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 28 Jul 1997, 03:56 GMT
<LI><strong><A NAME="00254" HREF="msg00254.html">Graphic MUDS.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 28 Jul 1997, 03:34 GMT
<LI><strong><A NAME="00253" HREF="msg00253.html">Re: [MUD-Dev]  Motivating people</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 28 Jul 1997, 00:30 GMT
<UL>
<LI><strong><A NAME="00257" HREF="msg00257.html">Re: [MUD-Dev] Motivating people</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Tue 29 Jul 1997, 06:41 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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