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<H1>RE: [MUD-Dev] The MLI Project</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>'" &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] The MLI Project</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 26 Feb 1998 09:17:11 -0600</LI>
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<PRE>
On Wednesday, February 25, 1998 5:16 PM, 
cg#ami-cg,GraySage.Edmonton.AB.CA wrote:
&gt; [Caliban:]
&gt;
&gt; :One of the things I've been enamored with lately is a throwback to 
Ultima
&gt; :1. If anyone remembers that game, the way it worked was that you 
wandered
&gt; :around in a tile-based graphic world until you got to a dungeon, 
and then
&gt; :it went to a 3D first person view. So I got to thinking...
&gt;
&gt; I played a bit of the early ones on a friend's Apple-II. Is it true 
that
&gt; there was also a space mode on the first one? It doesn't sound 
reasonable,
&gt; but that's what I was told.

Ultima I used a redefined B&amp;W character set at 80x24 for all 
graphics,including the "3d" dungeon view, which was very simple. The 
space sections were overhead view, with an asterisk for a star, and 
little ship icons... Space got left out of all subsequent Ultimas, and 
Richard now says he was "putting the kitchen sink in" and now knows 
better. :)

Ultimas II through VI were basically still an overhead system, though 
more colors and detail accrued. (e.g by II it was no longer B&amp;W). 
Starting at VII the perspective started to change.

&gt;  Ultima went to a third display mode for tactical stuff,
&gt; but I don't think that would be appropriate for a MUD, since the 
arrival
&gt; of wandering NPC's or other PC's could then trigger a mode switch - 
bad
&gt; user interface design! I also don't like some of the alternatives - 
the
&gt; icons for PC's and NPC's bumping into each other, and thus blocking
&gt; passage unnecessarily; the icons overlaying each other, resulting in 
an
&gt; often incomprehensible blur of jiggling pixels; etc.

Believe it or not, I had players ask for exactly that sort of third 
display mode in UO. It took long hours of explaining why it wouldn't 
work to get them to subside...



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The MLI Project</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00588" HREF="msg00588.html">Re: [MUD-Dev] The MLI Project</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 25 Feb 1998, 12:49 GMT
<UL>
<LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] The MLI Project</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 25 Feb 1998, 16:16 GMT
</LI>
<LI><strong><A NAME="00769" HREF="msg00769.html">Re: [MUD-Dev] The MLI Project</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 22:08 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00603" HREF="msg00603.html">Re: [MUD-Dev] The MLI Project</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 26 Feb 1998, 07:06 GMT
</LI>
<LI><strong><A NAME="00606" HREF="msg00606.html">RE: [MUD-Dev] The MLI Project</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 26 Feb 1998, 15:17 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00576" HREF="msg00576.html">Re: [MUD-Dev]	Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 24 Feb 1998, 09:35 GMT
<UL>
<LI><strong><A NAME="00579" HREF="msg00579.html">Net protocols for MUDing</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 24 Feb 1998, 14:56 GMT
</LI>
<LI><strong><A NAME="00581" HREF="msg00581.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 24 Feb 1998, 18:54 GMT
<UL>
<LI><strong><A NAME="00767" HREF="msg00767.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 20:36 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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