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<H1>[MUD-Dev] Re: WIRED: Kilers have more fun</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: WIRED: Kilers have more fun </LI>
<LI><em>From</em>: <A HREF="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</A></LI>
<LI><em>Date</em>: Wed, 2 Sep 1998 10:04:13 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


     ____________________Reply Separator____________________
     Subject:  [MUD-Dev] Re: WIRED: Kilers have more fun
     Author:   mud-dev#kanga,nu (J C Lawrence &lt;claw#under,engr.sgi.com&gt;)
     Date:          9/1/98 8:02 PM

&gt;On Fri, 24 Jul 1998 16:08:25 -0500
&gt;Michael Willey&lt;Michael.Willey#abnamro,com&gt; wrote:
&gt;
&gt;&gt;   Theoretically, the point of a 'reputation system' is to
&gt;&gt; simulate people acquiring a reputation from the news and
&gt;&gt; rumors spread about their actions, right?  It makes sense
&gt;&gt; to track information regarding their actions somehow in
&gt;&gt; order to simulate reactions from NPC characters, but why
&gt;&gt; do players need that crutch?  Unlike NPCs, they have the
&gt;&gt; ability to listen to the rumor mill and make up their own
&gt;&gt; opinions.
&gt;
&gt;There are two reasons:
&gt;
&gt;  1) Players are not connected 24/7 and so don't have available
&gt;the constant social feedback that defines a social context as
&gt;well as "the word on the street".  Tracking and publishing
&gt;this sort of data doesn't solve this problem, but does lessen
&gt;aspects of it.

That's only partially true - Joe Player is not connected 24/7,
but, given a large enough playerbase, *players* are.  The
social feedback from the playerbase is not as omnipresent as
in RL, but it does exist.  Tracking and publishing *data* may
increase it's effects, but creating *opinion* from data should
be the job of the player, not the computer.  This seems to me
to be the primary failing of "reputation", "alignment", or
other behavior tracking systems.

&gt;Earlier there was discussion of having descriptions and other
&gt;generated output run thru a filter based on the experience
&gt;line of the viewer.  Thus descriptions would be tailored to
&gt;what the player character had experienced and seen, to the
&gt;level of some data being supressed and other data emphasized
&gt;due to the altered levels of importance that pertained to that
&gt;specific character (eg warriors would notice battle scars and
&gt;the states of weapons, tailors would notice the material used
&gt;in clothing and details of its repair, etc).
&gt;Thus each character would see something potentially different
&gt;from what any other character saw of the same item, ad this
&gt;in turn would be guaranteed different from what that character
&gt;saw of himself.

  Exactly!  Consider Bubba and Buffy, the Duo-Bombers.  They
randomly kill people and destroy property to advance some
political movement.  By any conventional measure of morals,
they're dangerous felons.  If their identities are well-known,
then their reputation will reflect that.  But if Buffy checks
the reputation of Bubba, why would she see him as dangerous?
To her he's a hero struggling for 'the cause'.  Boffo supports
their movement, but thinks that bombings aren't the way to
achieve their goals.  In Boffo's view, they're merely misguided.
Biff lost a family member to one of these bombs.  He doesn't
care about politics, but he thinks Bubba and Buffy are evil
incarnate.

I think, however, that the only filter complex enough to
adequately process all these factors into an opinion exists
inside a player's head.  I would say that the solution lies
in assisting that filter by providing it with better data,
not in creating a new filter.




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00413" HREF="msg00413.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Wed 29 Jul 1998, 04:31 GMT
</LI>
<LI><strong><A NAME="00737" HREF="msg00737.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sat 15 Aug 1998, 17:40 GMT
</LI>
<LI><strong><A NAME="00760" HREF="msg00760.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Tue 18 Aug 1998, 05:11 GMT
</LI>
<LI><strong><A NAME="00763" HREF="msg00763.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Tue 18 Aug 1998, 06:36 GMT
</LI>
<LI><strong><A NAME="00905" HREF="msg00905.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Wed 02 Sep 1998, 14:03 GMT
<UL>
<LI><strong><A NAME="00906" HREF="msg00906.html">[MUD-Dev] Equipment Fit</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Wed 02 Sep 1998, 14:26 GMT
<UL>
<LI><strong><A NAME="00908" HREF="msg00908.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Wed 02 Sep 1998, 15:09 GMT
<UL>
<LI><strong><A NAME="00909" HREF="msg00909.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
pomales <a href="mailto:pomales#caip,rutgers.edu">pomales#caip,rutgers.edu</a>, Wed 02 Sep 1998, 15:28 GMT
<UL>
<LI><strong><A NAME="00967" HREF="msg00967.html">[MUD-Dev] Re: Equipment Fit</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Sun 06 Sep 1998, 14:31 GMT
</LI>
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