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<H1>[MUD-Dev] Forced story line...</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Forced story line...</LI>
<LI><em>From</em>: "quzah [sotfhome]" &lt;<A HREF="mailto:quzah#softhome,net">quzah#softhome,net</A>&gt;</LI>
<LI><em>Date</em>: Sun, 20 Sep 1998 09:16:40 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
I guess this is sort of irrelevent to mud programming, but
perhaps not, so I thought I'd pose a quick question to you
as a whole.

Does anyone actually LIKE forced story lines? I recently
began playing "unreal", even thought I said I wouldn't
play any "doom-clones", because it is something to pass
the time. Surprisingly, I found it an interesting game,
and acually like a the two types of ways to use each of
the weapons.

At any rate, one thing I found that really pisses me off,
and that I hate, is their "forced" little scenarios: They
always force those little four-armed-friendly-guys to get
killed, and most of the time there is nothing you can do
to prevent it. (I have spend hours loading, just so I can
run into the room, and try different ways to kill the bad
guys before they blow away the little four-armed guys.)
Does anyone here find themselves doing this? One stage
that I spend HOURS on loading, was where there is this
guy standing on a square in the ground. Above his head is
a huge platform suspended by ropes. If you pull a lever,
the platform falls, smashes the guy, and smashes through
the floor, opening a passage way. -- The guy WILL NOT
for the life of him move. Finally, I had to end up shooting
the guy in the foot, so he would get scared of me and run
away. For some reason, I felt really pissed that I had to
harm the lil guy to save his life, because there was no
other way to do it.

Often, they do this, where "lil-guy" is going to get
trashed, and there's close to nothing you can do about
it. Another one that pissed me off, was this stage where
there are two guards standing near a cliff, in front of
them is a plank leading into space (fall to death) and
by the plank is a "lil-guy". Try as you may, you cannot
ever save the guy. You can (after MANY MANY loads) shoot
both guards in time; that SHOULD save the guy, but he
just does his "forced" movement, and walks right off the
edge of the cliff.

To sum it up; does anyone like forced scenarios? I know
you can depict (in this case, how bad the guards are to
kill the helpless lad) stories with it, but does anyone
really enjoy them, or have a really good use for them?

All I know, is that I ALWAYS try to get around them,
perhaps it is just my play style (hmmm.. to get around
the rules). I like to see what I can get away with I guess,
and in UNREAL, I like to try and screw up their small lil
forced sub-plots by saving the lil guys life.
-Q-


(also, you can't save the lil guys that are nailed
to those cross-like things, and elsewhere when they
are trapped alive to something. &lt;grumble&gt;)




</PRE>

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<li><strong><A NAME="01086" HREF="msg01086.html">[MUD-Dev] Re: Forced story line...</A></strong>
<ul compact><li><em>From:</em> Marc Hernandez &lt;marc#jb,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: META: who are we?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01377" HREF="msg01377.html">[MUD-Dev] Re: META: who are we?</A></strong>, 
Matt Chatterley <a href="mailto:chattemp#ee,port.ac.uk">chattemp#ee,port.ac.uk</a>, Wed 30 Sep 1998, 11:32 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01092" HREF="msg01092.html">[MUD-Dev] Re: (had no title)</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Tue 22 Sep 1998, 18:06 GMT
<LI><strong><A NAME="01087" HREF="msg01087.html">[MUD-Dev] Re: Forced story line...</A></strong>, 
Damion Schubert <a href="mailto:zjiria#texas,net">zjiria#texas,net</a>, Mon 21 Sep 1998, 06:03 GMT
<LI><strong><A NAME="01085" HREF="msg01085.html">[MUD-Dev] ADMIN: Digests are now functioning</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 20 Sep 1998, 17:24 GMT
<LI><strong><A NAME="01084" HREF="msg01084.html">[MUD-Dev] Forced story line...</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sun 20 Sep 1998, 16:27 GMT
<UL>
<LI><strong><A NAME="01086" HREF="msg01086.html">[MUD-Dev] Re: Forced story line...</A></strong>, 
Marc Hernandez <a href="mailto:marc#jb,com">marc#jb,com</a>, Sun 20 Sep 1998, 20:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01071" HREF="msg01071.html">[MUD-Dev] AR's idea database</A></strong>, 
Oliver Jowett <a href="mailto:oliver#jowett,manawatu.planet.co.nz">oliver#jowett,manawatu.planet.co.nz</a>, Sat 19 Sep 1998, 09:10 GMT
<UL>
<LI><strong><A NAME="01074" HREF="msg01074.html">[MUD-Dev] Re: AR's idea database</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Sat 19 Sep 1998, 13:59 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01070" HREF="msg01070.html">[MUD-Dev] Admin</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 19 Sep 1998, 02:50 GMT
</UL></BLOCKQUOTE>

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