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<H1>Re: [MUD-Dev] realism</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] realism</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 7 Jun 1999 02:22:17 -5</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 6 Jun 99,, Matthew Mihaly wrote:
&gt; Thoughts on the nature of realism in MUDs.
&gt; 
&gt; A few people have mentioned 'realism' as if MUDs need to be a simulation
&gt; of some artificial reality, complete with consistency, etc. I would argue
&gt; that this is not only necessary, but that it is impossible. True
&gt; consistency would concist 
---This thought seems to have been abruptly interrupted. :)

Let me jump on your thought by saying... yes, some people want, need, and 
desire that their muds radiate an aura, a smell, a vision, or a feeling 
which causes the user to become enspelled, ensnared and ensorcerelled in 
another reality of sorts.  We also _know_ it is impossible to implement 
an alternate reality that is fully consistent and/or perceived as 
consistent by all others; or most others; or even just a smattering 
others. Some of us may even be able to mathematically prove the futility 
of such a thing.  

I suppose that anyone designing a mud is trying to capture something.  It 
could be a large playerbase, it could be money, it could be just plain 
fun, it could be coolness, complexity, a social thing, a technical 
acheivement, to please others, to please oneself, or just a desire to 
express some warped vision in a more solid form.

So discussing how muds should be or ought to be is like a group of 
artists discussing how to capture woman on canvas.  Technical 
information, techniques, ideas and other items of value may be freely 
exchanged among them; but in the end, Renoir, Rossetti, Warhol, 
Botticelli, Picasso, Titian and Beardsley will put her to canvas and
then post on mud_dev claiming this _is_ woman.

And this is good. ;)


--
--*     Jon A. Lambert - TychoMUD Email:jlsysinc#ix,netcom.com             *--
--*     Mud Server Developer's Page &lt;<A  HREF="http://pw1.netcom.com/~jlsysinc">http://pw1.netcom.com/~jlsysinc</A>&gt;      *--
--* To fight the empire is to be infected by its derangement. Whosoever    *--
--* defeats part of the empire becomes the empire; it proliferates like a  *--
--* a virus... thereby it becomes its enemies." -- P.K. Dick               *--


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<li><strong><A NAME="00577" HREF="msg00577.html">Re: [MUD-Dev] realism</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
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<LI><STRONG><A NAME="00561" HREF="msg00561.html">[MUD-Dev] realism</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo#best,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Average play time?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00609" HREF="msg00609.html">RE: [MUD-Dev] Average play time?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 08 Jun 1999, 21:39 GMT
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</ul>
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<LI><strong><A NAME="00579" HREF="msg00579.html">[MUD-Dev] Newbies  (was Re: [MUD-Dev] Text Parsing)</A></strong>, 
John Hopson <a href="mailto:jwh9#acpub,duke.edu">jwh9#acpub,duke.edu</a>, Mon 07 Jun 1999, 19:24 GMT
<UL>
<LI><strong><A NAME="00590" HREF="msg00590.html">Re: [MUD-Dev] Newbies  (was Re: [MUD-Dev] Text Parsing)</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 08 Jun 1999, 02:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00561" HREF="msg00561.html">[MUD-Dev] realism</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 07 Jun 1999, 04:26 GMT
<UL>
<LI><strong><A NAME="00562" HREF="msg00562.html">Re: [MUD-Dev] realism</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 07 Jun 1999, 06:24 GMT
<UL>
<LI><strong><A NAME="00577" HREF="msg00577.html">Re: [MUD-Dev] realism</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 07 Jun 1999, 18:55 GMT
<UL>
<LI><strong><A NAME="00581" HREF="msg00581.html">[MUD-Dev] Gender and Mud Development</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 07 Jun 1999, 19:25 GMT
<UL>
<LI><strong><A NAME="00598" HREF="msg00598.html">Re: [MUD-Dev] Gender and Mud Development</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 08 Jun 1999, 14:53 GMT
<UL>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] {OT} Gender and Mud Development</A></strong>, 
Wendy Winkler <a href="mailto:dionyza#peace,tbcnet.com">dionyza#peace,tbcnet.com</a>, Tue 08 Jun 1999, 21:02 GMT
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