1999Q2/
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<H1>Re: [MUD-Dev] In-Game Languages</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>: Re: [MUD-Dev] In-Game Languages</LI>
<LI><em>From</em>: Caliban Tiresias Darklock &lt;<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 04 Apr 1999 11:33:45 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On 10:00 AM 4/4/99 -0600, I personally witnessed Chris Gray jumping up to say:
&gt;[Eli Stevens:]
&gt;
&gt; &gt;It works by converting each of the 26 letters of the English alphabet into
&gt; &gt;one of the ten characters that define the language.
&gt;
&gt;Is there some linguistic basis behind needing only ten letters? 

I think that's primarily so someone without language skill X can't write a
script to translate it into English -- thus invalidating ALL the language
skills. 

Well, you COULD, but it wouldn't work very well. I like the idea that you
can 'fake' it with a script if you're willing to accept the error margin,
myself. Anything that allows you to carry certain knowledge around as a
PLAYER instead of as an attribute of your character is a plus, in my book.

&gt;How does someone with the given language skill read the output? Do they
&gt;simply get the untranslated version, and others get the translated version?
&gt;Does this work for written material too? 

I would expect so on all the above. I adore this technique, incidentally.
Applause, applause.

-----
| Caliban Tiresias Darklock            caliban#darklock,com 
| Darklock Communications          <A  HREF="http://www.darklock.com/">http://www.darklock.com/</A> 
| U L T I M A T E   U N I V E R S E   I S   N O T   D E A D 
| 774577496C6C6E457645727355626D4974H       -=CABAL::3146=- 


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<UL><LI><EM>From:</EM> Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] In-Game Languages</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00003" HREF="msg00003.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 04 Apr 1999, 17:48 GMT
<UL>
<LI><strong><A NAME="00005" HREF="msg00005.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Matthew D. Fuller <a href="mailto:fullermd#futuresouth,com">fullermd#futuresouth,com</a>, Mon 05 Apr 1999, 01:26 GMT
<UL>
<LI><strong><A NAME="00019" HREF="msg00019.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Wed 07 Apr 1999, 06:10 GMT
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<LI><strong><A NAME="00006" HREF="msg00006.html">RE: [MUD-Dev] In-Game Languages</A></strong>, 
Eli Stevens (KiZurich) <a href="mailto:c718157#showme,missouri.edu">c718157#showme,missouri.edu</a>, Mon 05 Apr 1999, 01:27 GMT
</LI>
<LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 05 Apr 1999, 01:28 GMT
</LI>
<LI><strong><A NAME="00009" HREF="msg00009.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Mon 05 Apr 1999, 03:18 GMT
<UL>
<LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Mon 05 Apr 1999, 17:01 GMT
<UL>
<LI><strong><A NAME="00016" HREF="msg00016.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Tue 06 Apr 1999, 16:25 GMT
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</UL>
</LI>
<LI><strong><A NAME="00011" HREF="msg00011.html">[MUD-Dev] Confined Gameworld</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 06 Apr 1999, 05:00 GMT
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