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<H1>Re: [MUD-Dev]  Introductions and</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]  Introductions and</LI>
<LI><em>From</em>: Richard Woolcock &lt;<A HREF="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 24 Nov 1997 00:02:17 -0800</LI>
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<PRE>
Adam Wiggins wrote:
&gt; 
&gt; [Marian Griffith:]
&gt; &gt; &gt; &gt; &gt; I still don't know how I'm going to code seduction though.  Hopefully th
&gt; &gt; &gt; &gt; &gt; emotional responce thing will help.
&gt; &gt;
&gt; &gt; &gt; &gt; I think this is all you can reasonably do. Otherwise you are writing a
&gt; &gt; &gt; &gt; story, not creating a game.
&gt; &gt;
&gt; &gt; &gt; I was always of the opinion that muds are supposed to be interactive
&gt; &gt; &gt; stories, with the plot following the players choices.
&gt; &gt;
&gt; &gt; Perhaps, but dictating your emtional responses to other characters seems
&gt; &gt; to change a game into story telling. Some hints about (relative) attrac-
&gt; &gt; tiveness  as judged by the ideal image given for that character would be
&gt; &gt; about as far as I am willing to accept in a game.
&gt; 
&gt; Well, the only way I could see that this could be successful would be
&gt; for the game to simulate "animal magnetism" - less like love and more
&gt; like lust.  Thus if Boffo (the character) is attracted to Buffy, he
&gt; may frequently be caught staring in her direction, tripping over his
&gt; own feet when she enters the room, etc.  Now, Boffo's player may find
&gt; Buffy to be a stuborn and arrogant person, and someone he doesn't
&gt; really want to be around - but this is still completely within the
&gt; realm of RL posibility.  I think most people have been attracted to
&gt; people that they shouldn't or didn't 'want' to be attracted to.
&gt; So you'd have small hints to the player and to the other characters that
&gt; they are attracted to another certain character, but this doesn't really
&gt; limit what that character can do, ie:
&gt; 
&gt; Buffy says, 'You moron.  I hate your guts.'
&gt; &gt; slap buffy
&gt; You wouldn't DREAM of doing that!
&gt; &gt; growl buffy
&gt; You let loose a sigh of passion as you stare into Buffy's eyes.
&gt; &gt;
&gt; Buffy grins.
&gt; Buffy attacks you with her broadsword, cleaving into your arm!
&gt; &gt; attack buffy
&gt; You wouldn't DREAM of doing that!
&gt; &gt;
&gt; Buffy cleaves you in the skull with her broadsword.  You are dead.
&gt; 
&gt; Well, okay, so the first two are kind of funny, but that's as far as
&gt; I might go with this.

I doubt I will prevent things like this, although I might stop you
initiating combat against Buffy if you love her.  If she attacked you,
your feelings towards her would change pretty fast - and you would
certainly fight back (although with the loss of quite a lot humanity
if you actually killed her).

I can see problems with this, but I'm interested in trying new
approaches to mudding.

KaVir.

</PRE>

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<LI><STRONG><A NAME="00360" HREF="msg00360.html">Re: [MUD-Dev]  Introductions and</A></STRONG>
<UL><LI><EM>From:</EM> Adam Wiggins &lt;nightfall#user1,inficad.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Introductions and</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00344" HREF="msg00344.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Sat 22 Nov 1997, 02:54 GMT
<UL>
<LI><strong><A NAME="00349" HREF="msg00349.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 22 Nov 1997, 10:24 GMT
<UL>
<LI><strong><A NAME="00360" HREF="msg00360.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sat 22 Nov 1997, 21:57 GMT
<UL>
<LI><strong><A NAME="00369" HREF="msg00369.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 23 Nov 1997, 16:07 GMT
</LI>
<LI><strong><A NAME="00385" HREF="msg00385.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 23 Nov 1997, 22:56 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00382" HREF="msg00382.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sun 23 Nov 1997, 22:01 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00348" HREF="msg00348.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 22 Nov 1997, 08:42 GMT
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 22 Nov 1997, 16:42 GMT
<UL>
<LI><strong><A NAME="00403" HREF="msg00403.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 25 Nov 1997, 06:14 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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