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>: Fri, 09 Apr 1999 15:48:07 -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 02:19 PM 4/9/99 +0200, I personally witnessed Hans-Henrik Staerfeldt
jumping up to say:
&gt;
&gt;A con to this, is that players could
&gt;write translators to automatically translate the text once the algorithm
&gt;is 'hacked'.

I tend to think that the ability to partially "hack" the language -- since
less than half of the alphabet was used in the example, translating it into
anything really legible would be a big chore -- is a *pro*. I like skills
to exist with the player instead of the character. Most MUDs make all the
knowledge (except familiarity with the game world) a quality of the
character, so in the event of death, you lose everything. I prefer that the
character be less important to continuing the game with a different
persona. Stats shouldn't be as important as they are today. Permitting some
level of hacking tends to make some portion of your player base think
harder, and that's a good thing.

&gt;the better the character is at understanding the language, the more
&gt;whole words are written in plain. The seed for which words are plain
&gt;should be playe dependant, and should depend on word size. What i propose
&gt;is that the rest is simply exchanged with '.'. 

This is a good when you have a range of skill, but doesn't do much of
anything for someone without the skill... and if you have a boolean
"speaks/doesn't speak" setting, it's completely worthless.

&gt;If you wanted to put some 'colour' on this, you should make a 'common
&gt;mistake' table for each language where words are written up that have
&gt;'special' meaning, or for some reason or are assumed to sound alike
&gt;phonetically (in the language), or wording having meaning other than the
&gt;litteral translation. 

That would be really, really hard to automate. Dialect and idiom really
ought to be handled by the player in a roleplaying context.

&gt;Ofcause 

I'm sorry, I have to ask... do you mean "of course", as in "obviously"? Is
this an ironic comment on the process of speaking in different languages? ;)
-----
| 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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<li><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] In-Game Languages</A></strong>
<ul compact><li><em>From:</em> Hans-Henrik Staerfeldt &lt;hhs#cbs,dtu.dk&gt;</li></ul>
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<LI><STRONG><A NAME="00002" HREF="msg00002.html">[MUD-Dev] In-Game Languages</A></STRONG>
<UL><LI><EM>From:</EM> "Eli Stevens (KiZurich)" &lt;c718157#showme,missouri.edu&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] In-Game Languages</A></STRONG>
<UL><LI><EM>From:</EM> Hans-Henrik Staerfeldt &lt;hhs#cbs,dtu.dk&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="00018" HREF="msg00018.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 07 Apr 1999, 03:18 GMT
</LI>
<LI><strong><A NAME="00020" HREF="msg00020.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
<UL>
<LI><strong><A NAME="00023" HREF="msg00023.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Wed 07 Apr 1999, 15:43 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Fri 09 Apr 1999, 17:03 GMT
<UL>
<LI><strong><A NAME="00032" HREF="msg00032.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 10 Apr 1999, 04:25 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] In-Game Languages</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Sun 11 Apr 1999, 17:33 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<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
</LI>
</UL>
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