<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: darkness/visibility --> <!--X-From-R13: "Fenivf E. Qnfrl" <rsvaqryNvb.pbz> --> <!--X-Date: Thu, 2 Jul 1998 13:10:31 -0700 --> <!--X-Message-Id: Pine.BSI.3.96.980702145111.18463A-100000#pentagon,io.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199806302340.QAA00811#under,engr.sgi.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: darkness/visibility</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:efindel#io,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> [ <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="msg00035.html">Previous</a> | <a href="msg00037.html">Next</a> ] Thread: [ <a href="msg00042.html">Previous</a> | <a href="msg00279.html">Next</a> ] Index: [ <A HREF="author.html#00036">Author</A> | <A HREF="#00036">Date</A> | <A HREF="thread.html#00036">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: darkness/visibility</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: darkness/visibility </LI> <LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI> <LI><em>Date</em>: Thu, 2 Jul 1998 15:09:00 -0500 (CDT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</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 Tue, 30 Jun 1998, J C Lawrence wrote: > Travis S Casey<efindel#io,com> wrote: > > > That's one problem. However, there is another, more subtle reason > > to "get more complex" -- it helps to separate player knowledge from > > character knowledge. > > Umm, true. I usually think of them as synonymous (a side effect of my > GoPish play style). I'm rather uncomfortable with the very concept of > the game attempting to retain an IC vs OOC knowledge disctinction > (mostly because it would bug the crap out of me as a player). Coming from pencil-and-paper games, I'm used to having the distinction exist -- indeed, when you allow a single player to run multiple characters, or have the same character being used by different players at different times, it becomes a *necessary* distinction. Many muds try to enforce a policy of "each player can only have one character". This, in combination with not having any true death (as, again, most muds do) means that there is a 1-1 correspondence of players to characters. In that situation, the problem is much less severe. (It can, however, still exist in many situations. For example, if the game world is a standard fantasy world and the GM decides to throw in an alien spaceship crash-landing on the world, the *players* may know perfectly well what it is, but their *characters* shouldn't.) > Play-style question -- we went over this this way back int he question > of the degree of seperation of the game character from the human > player. Does the character have any existance outside of its human > player, or is it a pure thoughtless automaton as instructed by the > player's commands? I favour the latter. In theory, I favor the latter. In practice, for muds and other semi-real-time computer games, I favor the former. Why? Because I don't think that players should have to log off from the game every time they have to do something else for a few seconds or a minute, and that it's better to give the character a few basic protective reactions than to allow players to "pause" their characters or the game. However, I don't believe that characters should be capable of complex behaviors without their players; only the most basic, most needed protective reactions. > > Of course, now we can get even more complicated in terms of > > situations -- what if the character should know, based on > > information that's been given to him/her in-game, but not from > > personal experience? For example, two adventurers talking in a > > tavern: > > Bingo. Yep, that's the problem. In a paper game the problem disappears, because a human GM can understand the conversations that characters are having and therefore know if a PC has been told something by another. For a mud, however, it becomes a problem. When/if we get AI programs that can parse and understand normal human "speech" (using quotes here since, in this case, we're talking about typed text rather than real speech), a lot of new avenues will be opened up for muds. Until then, we're forced to either ignore the problems or seek for kludges to work around them. [description of a simulation, and of some problems with it, cut] > Past a questionable arguable point simulation accuracy doesn't matter > any more. I agree... and I think the simulation that I described is accurate enough for most practical purposes. However, long experience on Usenet has ingrained in me the habit of bringing up obvious objections to or holes in solutions/ideas that I post. It's my way of trying to prevent long, pointless threads where four or five people point out the same hole that I thought was obvious enough or rare enough that no one would point it out. > Heck, I occassionally lose the light switches on the wall at home -- > and I see and use them every day. Mostly this is due to my forgetting > that in the US flicking a light switch UP turns the light on, and in > England it turns the light off. Ergo I've had to relearn (and still > occassionally forget) the habit of walking into a dark room and > sweeping my arm _down_ to turn the lights on to now (in the US) sweep > my arm _up_. I have a similar problem... we have several rooms where there are two light switches by the door (one for a light, one for a fan). Unforunately, they aren't placed consistently, so I often turn on a fan when I mean to turn on a light, or vice-versa. > Perhaps your above problem could equate to modelling my imperfect > light switch operating habits? Yes, it could. :-) -- |\ _,,,---,,_ Travis S. Casey <efindel#io,com> ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me. |,4- ) )-,_..;\ ( `'-' '---''(_/--' `-'\_) </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="00279" HREF="msg00279.html">[MUD-Dev] Re: darkness/visibility</A></strong> <ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00035.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00037.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00042.html">[MUD-Dev] [RELEASED] Update release of ScryMUD (Accepting builders)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00279.html">[MUD-Dev] Re: darkness/visibility</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00036"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00036"><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><A NAME="00043" HREF="msg00043.html">[MUD-Dev] Meta (Are code release announcement appreciated?)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 03 Jul 1998, 02:13 GMT <UL> <LI><strong><A NAME="00044" HREF="msg00044.html">[MUD-Dev] Re: Meta (Are code release announcement appreciated?)</A></strong>, Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 03 Jul 1998, 02:20 GMT </LI> <LI><strong><A NAME="00045" HREF="msg00045.html">[MUD-Dev] Re: Meta (Are code release announcement appreciated?)</A></strong>, J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 03 Jul 1998, 05:44 GMT </LI> </UL> </LI> <LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] [RELEASED] Update release of ScryMUD (Accepting builders)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Fri 03 Jul 1998, 02:11 GMT <LI><strong><A NAME="00036" HREF="msg00036.html">[MUD-Dev] Re: darkness/visibility</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 02 Jul 1998, 20:10 GMT <UL> <LI><strong><A NAME="00279" HREF="msg00279.html">[MUD-Dev] Re: darkness/visibility</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 21 Jul 1998, 18:15 GMT <UL> <LI><strong><A NAME="00280" HREF="msg00280.html">[MUD-Dev] Re: darkness/visibility</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 21 Jul 1998, 18:40 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00026" HREF="msg00026.html">[MUD-Dev] Re: Multi-Server games</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 02 Jul 1998, 00:25 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00028" HREF="msg00028.html">[MUD-Dev] Re: Multi-Server games</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 00:40 GMT </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>