1997Q3/
<!-- MHonArc v2.4.4 -->
<!--X-Subject: Re: [MUD&#45;Dev] Hard Sci&#45;fi muds was Character evolution -->
<!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> -->
<!--X-Date: Sun, 21 Sep 1997 22:59:21 +0000 -->
<!--X-Message-Id: 199709212259.RAA06981@dfw&#45;ix10.ix.netcom.com -->
<!--X-Content-Type: text/plain -->
<!--X-Reference: 199709190016.RAA00960#pc4,zennet.com -->
<!--X-Head-End-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<html>
<head>
<title>MUD-Dev message, Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</title>
<!-- meta name="robots" content="noindex,nofollow" -->
<link rev="made" href="mailto:jlsysinc#ix,netcom.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="msg01345.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01347.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Thread:&nbsp;
[&nbsp;<a href="msg01268.html">Previous</a>
&nbsp;|&nbsp;<a href="msg01358.html">Next</a>
&nbsp;]
&nbsp;&nbsp;&nbsp;&nbsp;
Index:&nbsp;
[&nbsp;<A HREF="author.html#01346">Author</A>
&nbsp;|&nbsp;<A HREF="#01346">Date</A>
&nbsp;|&nbsp;<A HREF="thread.html#01346">Thread</A>
&nbsp;]

<!--X-TopPNI-End-->
<!--X-MsgBody-->
<!--X-Subject-Header-Begin-->
<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</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] Hard Sci-fi muds was Character evolution</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 21 Sep 1997 19:00:12 -4</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;jlsysinc#popd,ix.netcom.com&gt;</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.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>
On 18 Sep 97 at 19:15, Brandon J. Rickman wrote:
&gt; 
&gt; I had a point in writing this, and that was... hmm.  Ah, that the whole
&gt; "creating new areas" thing has been done to death, and the "changing
&gt; old areas" never happens because egos get in the way.  If a player
&gt; builds a cabin in the woods, two months later you can't just say
&gt; "oh, the cabin was old and fell apart and these trees grew there."
&gt; Because maybe the player burned down _all_ the trees, and sowed the
&gt; earth with salt.  And now the ego of the creator gets mad and says "I
&gt; won't let that happen."
&gt; 
&gt; The conclusion being: You cannot simutaneously have 1) everything
&gt; created by hand and 2) let players be destructive.

A very good point.  Both creation and destruction present "fun" 
activities depending on player whims.  Destruction tends to be an 
short term gratification while creation a long term gratification.

Perhaps automated creation by mudpeeps can counter the destructive
efforts along with strong survival instincts.  How many times can a 
village be plundered and rebuilt?  If it is rebuilt a high level of 
hostility and aggressive defenders may be present in the second 
village.

Players might begin to rely on these mud systems and tend to build 
residences in existing cities, towns and villages.  Those building in 
wilderness areas would tend to build more elaborate defenses or have 
to have a reasonable size force of men-at-arms to be successful.  
They might also attract or form the core of a new village or town.

&gt; (I would also boldly claim that stable-state systems are artificial and
&gt; therefore hand-made.)

Yes. Methinks this has great application outside of muds too. :)

--
Jon A. Lambert

Nature comprehends the visible and invisible Creatures of the Whole 
universe. What we call Nature especially, is the universal fire or 
Anima Mundi, filling the whole system of the Universe, and therefore
is a Universal Agent, omnipresent, and endowed with an unerring instinct,
and manifests itself in fire and Light. It is the First creature of 
Divine Omnipotence.
-----

</PRE>

<!--X-Body-of-Message-End-->
<!--X-MsgBody-End-->
<!--X-Follow-Ups-->
<HR>
<!--X-Follow-Ups-End-->
<!--X-References-->
<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="01268" HREF="msg01268.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</LI></UL></LI>
</UL></LI></UL>
<!--X-References-End-->
<!--X-BotPNI-->
<UL>
<LI>Prev by Date:
<STRONG><A HREF="msg01345.html">Re: [MUD-Dev]  Usability and interface and who the hell is suppo</A></STRONG>
</LI>
<LI>Next by Date:
<STRONG><A HREF="msg01347.html">Re: [MUD-Dev]  Types of game</A></STRONG>
</LI>
<LI>Prev by thread:
<STRONG><A HREF="msg01268.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
</LI>
<LI>Next by thread:
<STRONG><A HREF="msg01358.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
</LI>
<LI>Index(es):
<UL>
<LI><A HREF="index.html#01346"><STRONG>Date</STRONG></A></LI>
<LI><A HREF="thread.html#01346"><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] Hard Sci-fi muds was Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01254" HREF="msg01254.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:03 GMT
</LI>
<LI><strong><A NAME="01261" HREF="msg01261.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 14:46 GMT
<UL>
<LI><strong><A NAME="01272" HREF="msg01272.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Fri 19 Sep 1997, 07:18 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01268" HREF="msg01268.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Fri 19 Sep 1997, 00:16 GMT
<UL>
<LI><strong><A NAME="01346" HREF="msg01346.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 21 Sep 1997, 22:59 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01358" HREF="msg01358.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 22 Sep 1997, 06:51 GMT
<UL>
<LI><strong><A NAME="01382" HREF="msg01382.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Tue 23 Sep 1997, 07:12 GMT
</LI>
<LI><strong><A NAME="01392" HREF="msg01392.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 23 Sep 1997, 23:52 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00873" HREF="msg00873.html">OT: Mortality</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 06:10 GMT
</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>