1997Q3/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;Dev] Level abstractions &#45; Realism vs Game Issues -->
<!--X-From-R13: Oqnz Ivttvaf <avtugsnyyNhfre1.vasvpnq.pbz> -->
<!--X-Date: Thu, 04 Sep 1997 11:34:39 +0000 -->
<!--X-Message-Id: 199709041136.EAA18314#user1,inficad.com -->
<!--X-Content-Type: text/plain -->
<!--X-Reference: Pine.GSO.3.96.970903122614.19092D&#45;100000@tay -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:nightfall#user1,inficad.com">
</head>
<body background="/backgrounds/paperback.gif" bgcolor="#ffffff"
      text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000">

  <font size="+4" color="#804040">
    <strong><em>MUD-Dev<br>mailing list archive</em></strong>
  </font>
      
<br>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
<br clear=all><hr>
<!--X-Body-Begin-->
<!--X-User-Header-->
<!--X-User-Header-End-->
<!--X-TopPNI-->

Date:&nbsp;
[&nbsp;<a href="msg01075.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01077.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg01045.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01091.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#01076">Author</A>
&nbsp;|&nbsp;<A HREF="#01076">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#01076">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</H1>
<HR>
<!--X-Subject-Header-End-->
<!--X-Head-of-Message-->
<UL>
<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</LI>
<LI><em>From</em>: Adam Wiggins &lt;<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 4 Sep 1997 04:36:53 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
</UL>
<!--X-Head-of-Message-End-->
<!--X-Head-Body-Sep-Begin-->
<HR>
<!--X-Head-Body-Sep-End-->
<!--X-Body-of-Message-->
<PRE>
[Martin K:]
&gt; On Thu, 14 Aug 1997 clawrenc#cup,hp.com wrote:
&gt; &gt; I'd suggest that human players do enough reflexive and reactive
&gt; &gt; thinking in situations of MUD-stress to satisfy that need (I've seen
&gt; &gt; players hurl their bodies out of their chairs when killed, faces drawn
&gt; &gt; and white, far too close to adreniline shock for comfort).  Given
&gt; &gt; that, wouldn't coding it into the MUD characters tend to prevent the
&gt;  
&gt; Two guys I know (who run the Australian ISP where my dubious webpages
&gt; reside) were playing some beat-em-up coinop game against each other in an
&gt; arcade. All four hands were at the controls, furiously twiddling away,
&gt; eyes transfixed on the huge screen in front of them. The difference was
&gt; that one stood stock still, his only motion being with his fingers,
&gt; whereas the other was heaving his body from side to side with every punch.

Yes.  Go into any arcade and you'll notice this.  More common is with
first-person games with motion people will lean into the turns.  Hell,
even on the old Battlezone vector game we have in our break room where I
work is like this - I have caught myself and others leaning backwards
in an attempt to dodge shots from enemy tanks.

&gt; Certainly I've noticed my heart rate increase when approaching some
&gt; momentously dangerous and rewarding task on a mud. I don't consider this
&gt; sad.

I consider this the ultimate compliment as a game (/world) designer - it's
just a high level of immersiveness.  I've seen many people cry out in
literal *pain* when their character gets whomped on particularly hard.


</PRE>

<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<ul compact><li><strong>Follow-Ups</strong>:
<ul>
<li><strong><A NAME="01091" HREF="msg01091.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman &lt;jeffk#tenetwork,com&gt;</li></ul>
</UL></LI></UL>
<!--X-Follow-Ups-End-->
<!--X-References-->
<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="01045" HREF="msg01045.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG>
<UL><LI><EM>From:</EM> Martin Keegan &lt;martin#cam,sri.com&gt;</LI></UL></LI>
</UL></LI></UL>
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg01075.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg01077.html">Re: [MUD-Dev] MUD Design Fundamentals	(Was: Looking for</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg01045.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg01091.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#01076"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#01076"><STRONG>Thread</STRONG></A></LI>
</UL>
</LI>
</UL>

<!--X-BotPNI-End-->
<!--X-User-Footer-->
<!--X-User-Footer-End-->
<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00581" HREF="msg00581.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 22:11 GMT
<UL>
<LI><strong><A NAME="00597" HREF="msg00597.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 15 Aug 1997, 06:26 GMT
</LI>
<LI><strong><A NAME="00600" HREF="msg00600.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 15 Aug 1997, 06:56 GMT
</LI>
<LI><strong><A NAME="01045" HREF="msg01045.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Wed 03 Sep 1997, 11:27 GMT
<UL>
<LI><strong><A NAME="01076" HREF="msg01076.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Thu 04 Sep 1997, 11:34 GMT
<UL>
<LI><strong><A NAME="01091" HREF="msg01091.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 04 Sep 1997, 19:32 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00608" HREF="msg00608.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 15 Aug 1997, 18:51 GMT
</LI>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev]	Supporting RP+PG</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 02 Jul 1997, 00:18 GMT
<UL>
<LI><strong><A NAME="00030" HREF="msg00030.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 02 Jul 1997, 13:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

</ul>
<hr>
<center>
[&nbsp;<a href="../">Other Periods</a>
&nbsp;|&nbsp;<a href="../../">Other mailing lists</a>
&nbsp;|&nbsp;<a href="/search.php3">Search</a>
&nbsp;]
</center>
<hr>
</body>
</html>