<!-- MHonArc v2.4.4 --> <!--X-Subject: SUMMARY: Skills and Skills improvement --> <!--X-From-R13: pbqreNvoz.arg --> <!--X-Date: Sun, 02 Nov 1997 21:12:26 +0000 --> <!--X-Message-Id: 199711022115.VAA95610#out1,ibm.net --> <!--X-Content-Type: multipart/mixed --> <!--X-Derived: bin00001.bin --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, SUMMARY: Skills and Skills improvement</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:coder#ibm,net"> </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="msg00213.html">Previous</a> | <a href="msg00215.html">Next</a> ] Thread: [ <a href="msg00903.html">Previous</a> | <a href="msg00227.html">Next</a> ] Index: [ <A HREF="author.html#00214">Author</A> | <A HREF="#00214">Date</A> | <A HREF="thread.html#00214">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>SUMMARY: Skills and Skills improvement</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>: SUMMARY: Skills and Skills improvement</LI> <LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI> <LI><em>Date</em>: Sun, 02 Nov 97 13:10:10 -0800</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> The following is a summary by Marian Griffith of the Skills and Skills improvement threads a while back. It also happens to be our first ever summary -- thanks Marian! A copy of the original HTML version is attached to this post. <<Sorry for the delay in posting -- RL has been interesting and quite simply, I forgot>> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Summary My personal comments are in italic. I have attempted to apply some logical order to the discussion. There's several original articles missing that I apparently did not save, or moved to a different discussion. My appologies if the resulting summary looks somewhat fragmented. Marian Chris Lawrence [levels are measurement tools. Experience points measure distance between levels. They have no relation with power though] Levels are easy targets for players. They want short term goals to achieve. Having skills show up at levels encourages this view. Skill trees do solve some of the above but usually require certain skills to be learned before others become available. Skills really should be available to all characters at any time and by attempting them they should get better at them. This post was the first that shifted the original discussion about levels towards one that discussed skills and skill development. Also the entire improving skills through practise is one of the main themes of this entire discussion. Adam Wiggins [Somebody uses levels (ranks) in skill development. How does this relate to character levels?] There are two issues here. Skill levels are what is usually shown to the player. Grades are assigned by an organisation to denote general abilities within that organisation. They need not reflect the skill levels and may (preferably) be assigned by players, not by the game. This also introduces politics in the game. This is apparently a post from the start of the discussion before it got its later focus. Here there is a crucial post by Orion Henry missing. It introduced the biggest problem associated with skill improvement. It encourages players to repeatedly practise a skill until it improves. Marian Griffith [Orion Henry: Healers sitting in town healing people all day should get very good at just that. No other skills should improve though. So she should not be able to deal with unfamiliar diseases or wounds.] This argues that people in a town give money to a healer to increase her skills, just in case an emergency occurs and they need more expert help. This also is true for all professions. They must be able to learn new skills from other players. Learning is done by a teacher who can show what to do and a student trying to emulate it. After learning there is need for practise to improve the skill to usefull levels. The remark in blue sparked off a lot of discussion, though there were other posts that I can't find anymore. The question whether skills should be learned from players, mobiles, the game (level and guildmaster), all of them, or none certainly was what kept the thread going Adam Wiggins Agrees with the idea that townsfolk support their healer to broaden her knowledge so she can deal with more than the every day injuries. Added to that it also makes sense that a better healer can ask higher fees instead. And that people will better protect such healers for their valuable knowledge. Here is were a side thread comes in, one on risk being involved in learning new things. It makes sense that players should be able to increase their combative skills without risk involved, however there is a trade-off of risk against reward. More dangerous activities should have a higher reward but that does not mean they are the only interesting possibility. If a student can only learn from players there is no way for the first players to learn anything Again a critical remark that got a lot of attention throughout the entire discussion Chris Gray If players can't get better at their skills than their teacher this would mean that eventually all knowledge is lost as each generation gets a little worse at the skill. In reality students can become better than their teachers and they may discover new techniques. Even large amount of mindless practise should occasionally be rewarded. Marian Griffith Agrees with Chris Gray's point. Perhaps a better solution would be if the players can consciously decided to study a skill in an attempt to improve on it without aid from a teacher or to invent new skills. This should require a lot of time and investment such that most players would not bother with it. Nor should the game force them to do so. Chris Lawrence Somehow practising a skill should improve a player's mastery of it. By doing something a lot of time the player should be right to expect to get better at it. This ties in with the missing post by Orion Henry This requires a finely grained difference of skills. E.g. Chopping wood all the time should make a player better at doing just that. It does not necessarily mean that player gets any better at fighting with an axe. Unless the skills are grained very finely there is going to be a problem with overlap between similar skills. But that is going to cause a problem with the number of skills. Having to search for a specific teacher to magically increase ones skill is not attractive. Trying to find and persuade another player to do the same is much more attractive. The original skills could come from the wizards of the game or players can discover skills. The last remark refers to Chris Gray's post. Also the presence of teachers became a hot topic for the discussion. Adam Wiggins Mobiles are always available. And the allow to tie in quests. This should not be the only way to learn though, just the fastest. Speed at which one learns depends on the difference between your skill and that of the opponent. Teachers should not be the only option. A player must be able to master skills without any help. Chris Gray Improvement should only follow attempt (successfull) of things more difficult than previously. Jamie Norrish Using a skill improves on it. Teaching/instruction may be helpfull. Marian Griffith Some missing previous posts discussed the necessity of teachers. Rather than assuming they were convenience this sub thread assumes they are necessary Players could start with a certain (low) potential for all possible skills. They can practise skills and improve their actual ability to that potential. They can also receive teaching and increase their potential for one or more skills. Practice won't improve the potential and teaching won't improve the actual skill. Or, players can invest time and resources into increase their knowledge beyond the limit of their teaching. Ideally it should even allow them to introduce entirely new skills (the wizards of the game allowing this of course). In a separate thread Chris Lawrence and Adam Wiggins discussed the difference between theoretical knowledge and practical application of that knowledge, which seems similar to the potential vs ability above. A missing post by Adam Wiggins discussed the idea of learning through practising. An example with learning to juggle balls was given Marian Griffith Learning entirely new things is not possible by just attempting them. Certainly not to any degree that is usefull. At some point examples or teaching are needed. As Adam Wiggins pointed out players can become no more than mediocre in a skill unless they receive teaching. Watching another player or mobile do something and attempting to reproduce it already is a form of teaching. Active involvement of the teacher ought to speed up this and increase the chance of success. This ties back into previous posts that further explore this issue Especial Adam Wiggin's. Finally a post by Matt Chatterley that is not connected to the entire Skill Development thread but raises some interesting questions that deserve to be studied more closely Matt Chatterley Skills and knowledge are currently handled clumsily, suited to pen and paper (mud) style of playing and not conductive to roleplaying. Two proposals how to change this situation. 1.Have a range of skills for social, mental, physical, etc. Problem is that unless there is use for those skills players are going to ignore them, in favour of more usefull (typically combat oriented) skills. 2.Strongly RP focussed games should not have skills at all, but rather be free form. There should not be combat code (or anything else) coded into the game. Problem here is that of most mushes where people are often waiting for something to happen, which doesn't. Summary by Marian Griffith -- J C Lawrence Internet: claw#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...</PRE> <P><A HREF="bin00001.bin" >Summary</A></P> <PRE> </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="00227" HREF="msg00227.html">newbie</A></strong> <ul compact><li><em>From:</em> Marc Eyrignoux <Marc.Eyrignoux#efrei,fr></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00213.html">Re: [MUD-Dev] string parsing</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00215.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00903.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00227.html">newbie</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00214"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00214"><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] Fear of magic (was:Usability and interface)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00661" HREF="msg00661.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Thu 11 Dec 1997, 00:24 GMT </LI> <LI><strong><A NAME="00664" HREF="msg00664.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Thu 11 Dec 1997, 00:46 GMT </LI> <LI><strong><A NAME="00865" HREF="msg00865.html">RE: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 18 Dec 1997, 15:42 GMT <UL> <LI><strong><A NAME="00903" HREF="msg00903.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Sun 21 Dec 1997, 16:45 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00214" HREF="msg00214.html">SUMMARY: Skills and Skills improvement</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 02 Nov 1997, 21:12 GMT <UL> <LI><strong><A NAME="00227" HREF="msg00227.html">newbie</A></strong>, Marc Eyrignoux <a href="mailto:Marc.Eyrignoux#efrei,fr">Marc.Eyrignoux#efrei,fr</a>, Mon 03 Nov 1997, 13:05 GMT <UL> <LI><strong><A NAME="00234" HREF="msg00234.html">Re: [MUD-Dev] newbie</A></strong>, Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Tue 04 Nov 1997, 10:47 GMT </LI> <LI><strong><A NAME="00236" HREF="msg00236.html">Re: [MUD-Dev] newbie</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 04 Nov 1997, 17:44 GMT <UL> <LI><strong><A NAME="00239" HREF="msg00239.html">Sorry...</A></strong>, Bjarni Norddahl <a href="mailto:btn#dark,x.dtu.dk">btn#dark,x.dtu.dk</a>, Wed 05 Nov 1997, 08:46 GMT </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>