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<H1>[MUD-Dev] Re: Ugh, IS Diablo a mud?</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Ugh, IS Diablo a mud?</LI>
<LI><em>From</em>: Marc Hernandez &lt;<A HREF="mailto:marc#jb,com">marc#jb,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 22 Sep 1998 14:51:40 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

	What about adding 'Interaction with PC/NPCs'.  What it seemed
your list was interested in was what level of persistance said game was
at.  However if all you can do is kill PC/NPCs it isnt much different from
a persistant arcade game (such as quake).
 
NPCs (out of 10)
Can Kill
Can 'talk' to
Can buy/sell from
Can join

Same list for PCs.
	So for Diablo we would get very low scores for 'talk to' (0) and
join and a fairly low score for buy/sell (something like 1).  For quake we
would even get buy/sell.


Marc Hernandez		marc#eisoftware,com
Programmer		www.eisoftware.com



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<LI><STRONG><A NAME="01094" HREF="msg01094.html">[MUD-Dev] Ugh, IS Diablo a mud?</A></STRONG>
<UL><LI><EM>From:</EM> "Koster, Raph" &lt;rkoster#origin,ea.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: META: What are you looking for in this list?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01215" HREF="msg01215.html">[MUD-Dev] Re: META: What are you looking for in this list?</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 25 Sep 1998, 06:00 GMT
</LI>
<LI><strong><A NAME="01231" HREF="msg01231.html">[MUD-Dev] Re: META: What are you looking for in this list?</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 25 Sep 1998, 19:35 GMT
</LI>
<LI><strong><A NAME="01379" HREF="msg01379.html">[MUD-Dev] Re: META: What are you looking for in this list?</A></strong>, 
Matt Chatterley <a href="mailto:chattemp#ee,port.ac.uk">chattemp#ee,port.ac.uk</a>, Wed 30 Sep 1998, 11:40 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01094" HREF="msg01094.html">[MUD-Dev] Ugh, IS Diablo a mud?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 22 Sep 1998, 21:27 GMT
<UL>
<LI><strong><A NAME="01098" HREF="msg01098.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></strong>, 
Marc Hernandez <a href="mailto:marc#jb,com">marc#jb,com</a>, Tue 22 Sep 1998, 21:51 GMT
</LI>
<LI><strong><A NAME="01104" HREF="msg01104.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 22 Sep 1998, 22:39 GMT
</LI>
<LI><strong><A NAME="01111" HREF="msg01111.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></strong>, 
Ryan Prince <a href="mailto:jynx_ryn#mindless,com">jynx_ryn#mindless,com</a>, Wed 23 Sep 1998, 00:16 GMT
<UL>
<LI><strong><A NAME="01157" HREF="msg01157.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 23 Sep 1998, 20:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01118" HREF="msg01118.html">[MUD-Dev] Re: Ugh, IS Diablo a mud?</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Wed 23 Sep 1998, 03:01 GMT
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</UL>
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</UL></BLOCKQUOTE>

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