<!-- MHonArc v2.4.4 --> <!--X-Subject: RE: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again) --> <!--X-From-R13: Qnyvona Fverfvnf Rnexybpx <pnyvonaNqnexybpx.pbz> --> <!--X-Date: Mon, 22 Sep 1997 22:31:54 +0000 --> <!--X-Message-Id: 01BCC786.23AD3430.caliban#darklock,com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, RE: [MUD-Dev] Usability and interface and who the hell is sup</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:caliban#darklock,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> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01368.html">Previous</a> | <a href="msg01370.html">Next</a> ] Thread: [ <a href="msg01359.html">Previous</a> | <a href="msg01426.html">Next</a> ] Index: [ <A HREF="author.html#01369">Author</A> | <A HREF="#01369">Date</A> | <A HREF="thread.html#01369">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>RE: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</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>'" <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: RE: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</LI> <LI><em>From</em>: Caliban Tiresias Darklock <<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>></LI> <LI><em>Date</em>: Mon, 22 Sep 1997 18:34:18 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Quick reply, I'll go into more detail and fill holes later... On Monday, September 22, 1997 4:23 AM, Maddy [SMTP:maddy#fysh,org] wrote: > > But we're talking 12 year olds - not hackers. There's a more significant intersection there than you would think. > You may decide you want to delete the character, but it won't let you. > Given that you've just spent N-minutes creating this character according to > your own needs, it doesn't really make sense that you'd want to delete him > so soon. Given that the availability of documentation is so restricted (not downloadable or printable), chances are that I've built my first character without a clear understanding of what will work best in the game. Ever go to a gaming convention and seen a guy running some game say "Who's the cleric?" -- and the whole group raises their hands? Or *nobody* raises his hand at all? Bad situation. Same thing when you start up a character on a MUD... you log on as a troll, and the first thing you see is thirty trolls running around. Screw that, I want to do something different. What do you mean, 'no'? > but no-one said they were targetting the game for large groups - we > were discussing how to add elements to the game that make it more fun for > groups. Let me restate: If game X is targeted at group Y then group Z will think game X sucks. Agreed, that wasn't the point of the grouping thread. I was attempting to relate an example to discussions which have taken place on the list recently, in the hope that people would get more involved with it if they could see it had some relevance to other topics they were interested in. > Er where in the above paragraph did I state the players should only work in > teams. Lets see - I said that players should be able to do stuff in groups, > I don't see how this equates to they shouldn't be allowed to do stuff by > themselves. It doesn't. But you still shouldn't say that, and I thought it was worth mentioning that you shouldn't say that, even though you didn't say it. > > All of us are PROGRAMMERS. We are by definition *not* the average player. > > We might be programmers - but some of us have played muds, some of us have > done PnP RPGs, some of us have done both - therefore we have some vague idea > about the kinds of games we like to play. I personally don't care if anyone > logs on, I'm just running it for my fun. This goes right back to target audience. > The "how should the players communicate with the server" part already works > tho. No, it doesn't. People constantly complain about how difficult it is to get things done on a MUD. You don't hear it here, because we already know what we're doing. > > If it's so easy, why do we spend so much time discussing how different the > > underlying server has to be for these types of people? > > Because so far the only type of player that is really catered for in MUDs, > are powergamers. Which is an interface issue as *well* as a game mechanics issue. > No - I'll replace them with um..nothing at all - they're powergamers - they > run around killing things for XP & levels. Since I don't have XP or levels, > my mud isn't going to be that interesting for them. Levels are very convenient for keeping score, but we certainly have our share of powergamers on WoD MUSHes, and there's no concept of levels whatsoever there. > > What if English isn't my native language? > > Well you're going to have a hard time reading/understanding the room > descriptions etc aren't you? The whole mud is in english, so if you're > going to have problems knowing how to type "get sword" you're not going to > get very far. Part of the assumption of NLP is that someone understands the basic syntax and structure of the language in question, and therefore there is no need to document that. This is, particularly in a MUD, a bad assumption. I can get the general sense of a paragraph written in German, Dutch, French, S panish, Portuguese, and other languages -- but I certainly can't construct a sentence from scratch in any of them. > > What if my vocabulary isn't quite as good as yours? > > Well I'm sure your vocabulary will be good enough to use fairly wildly used > verbs. The two word commands you're using as examples are hardly anything that require NLP. > Ok what if you're amazingly strong and able to lift up bob. Surely "get > bob" would pick bob up and sling him over your shoulder? What if there is > an object called "laid"...etc... Exactly, so how do you deal with that? > Why bother having races if they all look, act and sound the > same. You might as well only let players be human fighters or something. Why exactly do you need the races to be unable to understand one another? Does this help, somehow? > So if you wanted to tell Bubba that the dragon was coming you'd type what? > "dance the dragon is coming" ??? Well when I last checked none of "the > dragon is coming" are adverbs. You'd perfectly within your rights to type > "dance quickly" tho. How about 'dance as if <any phrase>'? I mean, 'dance as if lost in the music' is perfectly reasonable, right? How exactly is 'dance as if the dragon is coming' less reasonable? > You gain difference between the various races, > why would a dwarf in a remote village miles from human settlements be able > to instantly speak your language. Why would he want to speak to you, rather > than killing you on sight for being different? Yes, languages do make a very useful reason to have NPCs that can't be spoken to. But I thought we had already agreed that there shouldn't be a way to tell them apart? > Abuse to the players - not to the game. JerkFace logs on - does a who - > spots a player and goes and kills then. Remove the who command and JerkFace > has no idea who is a player and who isn't. Remove the who command, and I log on and see a series of people that may or may not be PCs. I try to find out where something is. I can't tell who's a PC, who's been here a while, who's high level, who's of an appropriate class, it becomes a major pain in the behind. I see plenty of NPCs who would be able to help me, *if* they were able to understand and respond to the question, which they aren't. > Yes, well removing the difference between players & NPCs improves the games > fun-factor as well. I (personally) think it sucks that when you walk into a > room you automatically know the names of everyone. I dislike that myself. I prefer short descriptions. > > To use a recent example from another thread, if I can go into the woods > > with an axe and build a log cabin, I can also build a reasonable facsimile > > of a telephone pole. I can also build a big cross and set it on fire. Abuse > > is possible in any situation. Wouldn't you say walking off into the woods > > and finding a big line of telephone poles would be disconcerting on a MUD? > > Well since there isn't a "build telephone pole" skill/command, how would > they do this? With the same primitives that allow them to build something you as the designer never thought they would. > We were - you have just mistakenly assumed that because our ideas aren't to > your liking - they aren't fun. Actually, pretty much everyone was discussing specific concepts from several angles. Which is why I asked exactly what people *do* find fun, as this seems to have been overlooked. Discussing fun things and discussing what makes things fun are entirely different conversations. > The ultima series are very primitive - you're > restricted to a set number of actions - a bit like the point-n-click > adventure games. Sounds like socials to me. > > All in all, I could be easily misled into thinking you're being overly > > defensive. > > Maybe I am - maybe I'm not - maybe I just disagree totally with what you > said? Which had a whole lot of parts, so you're saying none of them have any merit at all? </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="01438" HREF="msg01438.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> <li><strong><A NAME="01426" HREF="msg01426.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01368.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01370.html">Re: [MUD-Dev] Usability and interface and who the hell is suppo</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01359.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01426.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01369"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01369"><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] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="01286" HREF="msg01286.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 19 Sep 1997, 21:16 GMT <UL> <LI><strong><A NAME="01309" HREF="msg01309.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 20 Sep 1997, 05:51 GMT </LI> </UL> </LI> </ul> <LI><strong><A NAME="01305" HREF="msg01305.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sat 20 Sep 1997, 00:04 GMT </LI> <LI><strong><A NAME="01359" HREF="msg01359.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>, Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Mon 22 Sep 1997, 10:49 GMT </LI> <LI><strong><A NAME="01369" HREF="msg01369.html">RE: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 22 Sep 1997, 22:31 GMT <UL> <LI><strong><A NAME="01426" HREF="msg01426.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 24 Sep 1997, 22:44 GMT <UL> <LI><strong><A NAME="01467" HREF="msg01467.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 26 Sep 1997, 00:12 GMT <UL> <LI><strong><A NAME="01480" HREF="msg01480.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></strong>, Miroslav Silovic <a href="mailto:silovic#mare,zesoi.fer.hr">silovic#mare,zesoi.fer.hr</a>, Fri 26 Sep 1997, 08:45 GMT </LI> <LI><strong><A NAME="01545" HREF="msg01545.html">Re: [MUD-Dev] Stranger in a Strange Land (was Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again))</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 30 Sep 1997, 19:01 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>