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<H1>Re: [MUD-Dev] Mud Games</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] Mud Games</LI>
<LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI>
<LI><em>Date</em>: Sun, 7 Sep 1997 02:50:03 -4</LI>
<LI><em>Comments</em>: Authenticated sender is <jlsysinc#popd,ix.netcom.com></LI>
<LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI>
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<PRE>
On 6 Sep 97 at 17:45, Matt Chatterley wrote:
>
> [I'm a little unsteady at the moment, since I've just been to my birthday
> party, but will attempt to reply]
Hopefully, you left the cows alone.
<insert obligatory sheep comment here>
> Heh. Wow. Thats quite a party trick. This also brings some interesting
> thoughts to my mind as to 'thematic equivalents' for rodeos and such -
> sounds like they could be great fun as well as good shows of physical
> prowess.
Hmmm. Why don't muds implement....(well some may, but off the top of
my head)
Horse racing, Bull fighting, cock fighting, frog jumping.
Running, swimming, three-legged race, sack race, marathon.
Archery contests, Taber tossing, Rock/shot/discus throwing, weight
lifting, Gladiator events, wrestling, boxing, martial arts.
Horse shoes, rowing, canoeing.
hrrm.. team sports like mud-football(?)..
I think games were very common as were the events that hosted them.
Fairs have been around since medieval times. The Greeks and Romans
used any excuse to hold a feast often explicitly for games or
tournaments.
Did you know the Greeks played two-man/woman tag?
An oyster shell was tossed in the air. If it landed white (inner)
side up that person became the pursuer, otherwise the other person
did.
> The jousting tournament and other medieval things are somewhat cliched,
> and I'd like to think of something original, hmm.
> Catch-the-greased-swamp-dragon? :P
Then again I haven't seen jousting implemented, so it might not be a
mud cliche yet.
Some questions come to mind.
Take the simple(?) case of a character racing event.
Can one effectively implement a "race" in a mud?
What sort of mud structures would be needed?
What sort of presentation do you deliver the racer?
Would user input be needed to sustain a racing character?
What sort of character stats are important?
Exhaustion, stride, quickness, agility, strength, etc.?
Room-based or coordinate-based?
What's the player FUN quotient here?
--
Jon A. Lambert
"The gates were wide that led through the earthward rampart of the
country beyond moon's rising. He went therein, and the golden age was
over." - Edward Plunkett
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<li><strong><A NAME="01139" HREF="msg01139.html">Re: [MUD-Dev] Mud Games</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley <root#mpc,dyn.ml.org></li></ul>
<li><strong><A NAME="01138" HREF="msg01138.html">Re: [MUD-Dev] Mud Games</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
</UL></LI></UL>
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<LI><STRONG><A NAME="01132" HREF="msg01132.html">Re: [MUD-Dev] New topic: AI and NPCs</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" <jlsysinc#ix,netcom.com></LI></UL></LI>
<LI><STRONG><A NAME="01136" HREF="msg01136.html">Re: [MUD-Dev] New topic: AI and NPCs</A></STRONG>
<UL><LI><EM>From:</EM> Matt Chatterley <root#mpc,dyn.ml.org></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] New topic: AI and NPCs</STRONG>, <EM>(continued)</EM>
<ul compact>
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<LI><strong><A NAME="01179" HREF="msg01179.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 20:41 GMT
</LI>
<LI><strong><A NAME="01128" HREF="msg01128.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 06 Sep 1997, 11:23 GMT
<LI><strong><A NAME="01132" HREF="msg01132.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 06 Sep 1997, 16:56 GMT
<LI><strong><A NAME="01136" HREF="msg01136.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 00:45 GMT
<LI><strong><A NAME="01137" HREF="msg01137.html">Re: [MUD-Dev] Mud Games</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 07 Sep 1997, 06:49 GMT
<LI><strong><A NAME="01138" HREF="msg01138.html">Re: [MUD-Dev] Mud Games</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 07 Sep 1997, 07:07 GMT
<LI><strong><A NAME="01140" HREF="msg01140.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:55 GMT
</LI>
<LI><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Mud Games</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 04:15 GMT
</LI>
</LI>
<LI><strong><A NAME="01139" HREF="msg01139.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:53 GMT
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