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<H1>Re: [MUD-Dev] Character evolution</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] Character evolution</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sun, 31 Aug 97 12:00:32 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 28/08/97 at 11:01 PM, cg#ami-cg,GraySage.Edmonton.AB.CA (Chris
Gray) said: &gt;[Travis C:]

&gt;:I can't think of *any* SF or fantasy world that doesn't mostly 
&gt;:resemble RL, and I think there's a good reason for that.  Quite
&gt;:simply, if you came up with a world that was different from RL even
&gt;:down to the basics, there would be no frame of reference for readers
&gt;:or players to understand things -- the only real possibility would be
&gt;:to start things off with a long lecture about what the basic rules of
&gt;:this world are.  Even then, most people probably wouldn't be able to
&gt;:"wrap their heads around it."

&gt;Perhaps that just means we have to try harder. I agree that it would
&gt;be quite difficult to play such a game, but it might be fun to try.
&gt;Consider what is available in some of the MUD servers we have talked
&gt;about here: persistent language, free user programming, perhaps some
&gt;good multimedia effects, etc. Ok, so do away with any attempt to have
&gt;English-like input, and just use the system's programming language.
&gt;Players would have to add routines to customize things to make it
&gt;easier to use - fine, they would each do it a bit different, and
&gt;perhaps even drastically differenty. How do you interact with others?
&gt;Well, you can send multimedia effects (sounds, mathematical drawings
&gt;and animations, etc.) at them. You can run programs that do things
&gt;over time to and near them. Perhaps you can modify the environment
&gt;they see (in terms of the program code they can see, the stored
&gt;values they see, etc.). What would be the point? Who knows - it would
&gt;have to be tried, before we could readily guess what the point might
&gt;be, or what might or might not be fun. Combat could literally be
&gt;programming, as could socializing -
&gt;offer some of your fun stuff to others in exchange for some of
&gt;theirs; exchange tips on things that have worked. The kind of
&gt;interface in that CACM article we talked about a month ago might be
&gt;useful here.

A hoorendously long quote to merely add a "Me too!", but that is
precisely my point, and is probably a key factor in why my approach
has wandered so far from the mainstream (and perhaps why it so
resembles the above???).  

&lt;bow&gt;

-- 
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> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="01022" HREF="msg01022.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 02 Sep 1997, 19:41 GMT
</LI>
</ul>
<LI><strong><A NAME="00878" HREF="msg00878.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 31 Aug 1997, 09:40 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00798" HREF="msg00798.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 03:49 GMT
</LI>
</ul>
<LI><strong><A NAME="00836" HREF="msg00836.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 29 Aug 1997, 06:01 GMT
<UL>
<LI><strong><A NAME="00899" HREF="msg00899.html">Re: [MUD-Dev] Character evolution</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 19:03 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00915" HREF="msg00915.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 31 Aug 1997, 20:37 GMT
<UL>
<LI><strong><A NAME="00917" HREF="msg00917.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 21:13 GMT
</LI>
<LI><strong><A NAME="01023" HREF="msg01023.html">Re: [MUD-Dev] Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 02 Sep 1997, 19:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00922" HREF="msg00922.html">Re: [MUD-Dev] Character evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Sun 31 Aug 1997, 23:06 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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