<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Circumstances & Situations --> <!--X-From-R13: "Fenivf Qnfrl" <rsvaqryNcbynevf.arg> --> <!--X-Date: Mon, 29 Dec 1997 20:32:19 +0000 --> <!--X-Message-Id: 01bd1498$d2a8bc20$3bc22cc7#slip5,cs.fsu.edu --> <!--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] Circumstances & Situations</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#polaris,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="msg01007.html">Previous</a> | <a href="msg01009.html">Next</a> ] Thread: [ <a href="msg01004.html">Previous</a> | <a href="msg01027.html">Next</a> ] Index: [ <A HREF="author.html#01008">Author</A> | <A HREF="#01008">Date</A> | <A HREF="thread.html#01008">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Circumstances & Situations</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] Circumstances & Situations</LI> <LI><em>From</em>: "Travis Casey" <<A HREF="mailto:efindel#polaris,net">efindel#polaris,net</A>></LI> <LI><em>Date</em>: Mon, 29 Dec 1997 15:32:03 -0500</LI> <LI><em>Reply-To</em>: "Travis Casey" <<A HREF="mailto:efindel#io,com">efindel#io,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> Nathan Yospe <yospe#hawaii,edu> wrote: >On Wed, 24 Dec 1997, Travis Casey wrote: > > :Personally, I always get the willies when someone talks about only > :showing what's in front of the character on a text-based mud. This opens > :a large can of worms -- you have to have positions within rooms, an idea > :of how the character is facing, and an arc of vision for the character. > > Well, yes. Also, attention to detail, sensory depth, alertness, > perceptiveness, environmental factors (lighting, perfumes, background noise) > and all the rest. > > So what's your point? My point is that there's a lot more to consider in creating such a system than there seems to be at first glance. It's always a good idea to think carefully about what will need to be done to implement an idea before one starts to implement it -- you may find that it's more work than you want to do for the benefits it will give, or that a different solution will give all the features you actually want without requiring as much work. If you still decide that you want it after thinking about it, of course you should then go ahead and do it. Just be sure to go in with both eyes open and knowing what you're getting into. I've seen a lot of projects get started and then get abandoned because the people doing them didn't realize at the start how much they'd need to do. A few hours spent thinking now about what the project will require can save spending weeks on something that turns out to be more than you wanted. > :This sort of thing has always seemed like too much work to me -- you > :pretty much have to keep track of all the position and facing data that > :a graphical mud would need to draw what the character's seeing, and then > :you have to interpret that data and output it as text. IMHO, if you want > :this sort of detail, it's probably easier to make a graphical mud -- the > :methods for drawing the world so that only things that are in the player's > :line of sight already exist and are fairly simple for the graphical case. > > Yes and no. You cannot make a person as much a "part of the story" in a > graphical mud, at least in the current non-immersive proto-VR state of the > tech. The advantages of text are vast. The advantages of graphics likewise. > My solution? Make the IO (graphical or text, keyboard or joystick) a > seperate plugin element, and handle the 3D engine seperately. I even go so > far as to make the IO a client side issue, and ignore it from the perspective > of the (purely 3D, locally limitless degrees of freedom) mud engine. A very good solution. However, to expand a bit on my point about a graphical presentation being easier for this kind of detail than a textual one, I'd like to throw out a few imaginary situations: Example 1: Joe and Fred are characters who know each other. Fred walks into a room where Joe is standing, and Joe is visible to Fred. Does Fred recognize Joe? This is really a complicated question -- it depends on how distinctive Joe's appearance is, the angle Fred sees Joe at, how crowded the room is, and many other variables. There are two basic approaches to this which are possible: 1. make recognition of other characters a function of the character 2. make recognition of other characters the responsibility of the player (of course, intermediate approaches are possible, but I'd rather not write a 12-page essay about this right now. :-) Let's consider the second option (I'll talk about things relating to the first option later). With a 3-D graphical presentation, Fred's player will be shown a view of Joe from some angle. This might be instantly recognizable as Joe (e.g., Fred has a good view of Joe's face) or it might only be recognizable as Joe based on other information that Fred's player has (e.g., the figure is wearing a red fur-trimmed cloak, like Joe was when Fred saw him five minutes ago), or it may not be recognizable at all (the figure's back is turned and there are no distinguishing features that say "Joe"). All of this is handled automatically simply by showing a 3-D view of Joe from the correct angle and distance. Contrast this with a textual representation of the scene, which might describe Joe something like this: An apparently male human stands about five meters ahead and two meters to the right of you. He's turned mostly away from you, but you can see that he has a neatly-trimmed black beard and moustache, curly black hair and pale skin. Black tights and a white doublet wrap a thickly-built body, the whole draped with a red fur-trimmed cloak. This would probably be enough for Fred's player to recognize Joe from if he knows what Joe's currently wearing. If not, it's enough to make him realize that this might be Joe and take a better look. However, I think it should be fairly obvious that generating descriptions this detailed and context-sensitive (being sensitive to what's being worn, distance, and angle at least) requires a fair bit of programming. Now, imagine Fred walking into a room with fifteen characters, one of whom is Joe. In the graphical case, it will take longer for the room to be drawn, but the player still has a good chance of immediately recognizing Joe, humans being as good at visual pattern recognition as we are. In the textual case, however, the player now has fifteen paragraph-long descriptions to wade through. Timing myself, it took me about eight seconds to read Joe's description above (which, BTW, yields a reading rate of about 450 word per minute, well above average). Reading fifteen such descriptions, then, would take about two minutes -- meaning that the average time to recognize Joe would be one minute. Example 2: Joe walks into a room, takes a painting off the wall, and places it behind a couch so that just a little of it sticks out. He also places it to that the face is to the wall, and only the back can be seen from the room. Joe leaves and Fred enters. Now, in a 3-D graphical representation, this is easily handled -- the part of the painting that shows will be pictured when appropriate and as appropriate. It will be up to Fred's player to notice it, interpret what it might be, and take further action. Imagine this on a textual mud, however. A simplistic implementation may give too much information -- e.g., "there is a painting behind the couch." A near-idea description would be something along the lines of "the edge of something in a wooden frame can be seen peeking out from behind the couch" -- but having the mud *automatically* create such descriptions seems like it would be prohibitively difficult -- it seems to me like something more suited for an AI project than for a mud. (I'd dearly love to be proven wrong, though!) Now, with the preceding examples in mind, a few thoughts about text- based vs. 3-D graphical interfaces: If what you want is simply to represent the environment in a way that players can quickly understand and act on, IMHO a graphical representation is clearly superior -- quite simply, humans are hard-wired for dealing with visual data. Trying to describe a scene, especially a complicated scene, with nothing but text is difficult, and the result will invariably take longer to extract data from than the visual representation will... particularly if you don't want to assume that characters will automatically recognize every object in their environment. However, a textual representation is superior in other ways. One that I think is particularly important to a role-playing game is that it allows a greater separation between character knowledge and player knowledge. For example, how would one deal with the effects of a spell which makes the target forget someone they know in a graphical environment? The only real way to stop Fred's player from recognizing Joe in such a situation is to alter Joe's appearance -- but that's not what the spell does. One could simply hope that the player would properly roleplay the situation, but on most muds, that's a poor bet. With a textual representation, the game almost *has* to do character recognition for the player, to avoid the situation from the first example of having a dozen detailed descriptions to read -- and in such a case, the effects of the spell can be at least somewhat enforced by having the mud stop auto-recognizing Joe for Fred. Whew -- this is getting much longer than I originally anticipated, and is branching out a bit... but I think I'll plunge on regardless. Nathan claims that "you cannot make a person as much a 'part of the story' in a graphical mud, at least in the current non-immersive proto- VR state of the tech." I have to disagree with this. I assume that Nathan means that you can't make someone feel as involved in the story; as much that they are their character. The only other definition I can think of for being "part of the story" is the level of influence the character has on the storyline, which IMHO should be unaffected by the interface. I think that the presentation that will make someone feel that they are part of the story varies from person to person. Those of us who read for pleasure find it easy to "slip into" a story with just text. However, I'd like to submit that the majority of people today don't read for pleasure much -- they're more likely to watch TV or go to the movies, and thus, are more prepared to feel that they are part of a story through a visual interface. (Of course, one could argue that they haven't been prepared to feel that they are *part* of a story at all by TV and movies, but that's another debate.) It's been brought up before that more people can write than can draw. I'd like to discuss this a bit. It's true that more people can write passably than can draw passably; however, I think that this is largely because most people's standards for passable writing are much looser than their standards for passable drawing. Personally, I often find text descriptions on muds to be jarringly bad, because many of the people writing them are not good writers. Indeed, I've been in some areas on some muds where the spelling and grammar were so bad that it would often take me two or three readings of the text to be reasonably sure that what I understood was what the author meant. This level of writing certainly doesn't help to make me feel like I'm part of the story! In a graphical mud, I'd expect that only a few people would (or, I would say, should) have the responsibility for creating the artwork. Many things could be handled by "off-the-rack" components and textures -- walls, floors, ceilings, common items, common monster types, etc. Such a system would have the disadvantage of making all areas of the mud look pretty much the same -- but really, how much variation do you want in how the walls look? Which leads me to another thought -- why try to do a realistic graphical presentation at all? It might be much easier to use cartoon-style graphics. Abstract backgrounds (e.g., a wall that's simply four lines filled in with color) are an accepted part of such a graphic style, and people and objects are stylized, making them simpler and faster to draw. And, as an added bonus, line art can compress *very* well -- if you're willing to limit yourself to black and white (as many comics do) you can achieve even better compression. A cartoon/comic-style mud would open up the creation of artwork to a broader range of people -- most people can learn to draw comic-style artwork if they're willing to take some time to draw, and producing such artwork is much faster than "realistic" art. At the least, people should be able to do their own front and possibly side view "rough sketches" for a better artist to create views from. Although it's been mentioned here before, we should make sure to remember that a "graphical interface" doesn't necessarily have to be nothing but graphics and mouse clicks; there could be a scrolling text window for conversations, etc., and the user could still give his/her input as text. Also, graphical interfaces for muds don't have to be limited to a first- person 3-D interface; there are many possible ways that mud interfaces could be made more "graphical", some of which don't involve graphics per se at all. To name a few: iconic interfaces, hypertext-style interfaces, overhead views (which need not use true graphics -- a rogue/moria/nethack style interface, for example), and graphic indicators of status (e.g., a bar showing current hit point status). Some of these are achievable completely from the client end, though perhaps only in limited ways. For example, many muds offer status commands which will give a quick breakdown of important character status indicators. Some muds will even give this sort of information in the user's prompt. A client could take this information and convert it into a graphical status display without much trouble. For another example, at least one mud client has an automapper which will make a map of the character's travels. It seems to me that it would be fairly simple for the client to show the map in another window, along with a "you are here" indicator. It could also allow the player to move by clicking on the map to indicate the direction to go -- or even by clicking on a spot to go to, and then finding the shortest path to it. (I haven't used the client in question, so it's possible it does some or all of these things.) To semi-quote Nathan again, what's my point? Well, pretty much the same as above: I don't think it's necessarily a good idea to try to jump to a Quake- or Doom-style interface just because it's possible and people seem to like those games. Before trying a new kind of interface, it's important to think about what advantages *and disadvantages* it will have relative to the current interface. There are many, many possible ways for a mud to give information to a user and get information from a user; there's no need to limit yourself to an either/or state of mind, or even to just two possible interfaces. On the flip side of things, though, there can be such a thing as too much freedom in interfaces. You may *want* to restrict your users to a text-only interface, because of the sorts of problems mentioned above -- how to limit the player to what the character knows. The ultimate point is that there is no perfect interface which will be the best for all possible muds. You need to take your time and think about what you want your mud to be like. -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' rec.games.design FAQ: '---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01007.html">The morality of logfiles [was 'Wild west']</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01009.html">Re: [MUD-Dev] The impact of the web on muds</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01004.html">Re: [MUD-Dev] Circumstances & Situations</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01027.html">Re: [MUD-Dev] Circumstances & Situations</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01008"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01008"><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] The impact of the web on muds</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="01009" HREF="msg01009.html">Re: [MUD-Dev] The impact of the web on muds</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Mon 29 Dec 1997, 21:04 GMT </LI> </ul> </LI> <LI><strong><A NAME="00953" HREF="msg00953.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Thu 25 Dec 1997, 00:28 GMT <UL> <LI><strong><A NAME="00966" HREF="msg00966.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 26 Dec 1997, 09:57 GMT </LI> <LI><strong><A NAME="01004" HREF="msg01004.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 29 Dec 1997, 19:52 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="01008" HREF="msg01008.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Mon 29 Dec 1997, 20:32 GMT </LI> <LI><strong><A NAME="01027" HREF="msg01027.html">Re: [MUD-Dev] Circumstances & Situations</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Tue 30 Dec 1997, 14:46 GMT </LI> </UL> </LI> <LI><strong><A NAME="00952" HREF="msg00952.html">OT: Merry Christmas</A></strong>, Kris Kringle <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 24 Dec 1997, 23:54 GMT <UL> <LI><strong><A NAME="00957" HREF="msg00957.html">Re: [MUD-Dev] OT: Merry Christmas</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 25 Dec 1997, 01:59 GMT </LI> </UL> </LI> <LI><strong><A NAME="00951" HREF="msg00951.html">The impact of the web on muds</A></strong>, Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Wed 24 Dec 1997, 23:31 GMT </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>