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<H1>Re: [MUD-Dev] realism</H1>
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<LI><em>To</em>: Mud Dev Mailing list &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] realism</LI>
<LI><em>From</em>: Marian Griffith &lt;<A HREF="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</A>&gt;</LI>
<LI><em>Date</em>: Mon, 7 Jun 1999 19:50:27 +0100 (BST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
In &lt;URL:<A  HREF="news:local.muddev">news:local.muddev</A>&gt; on Mon 07 Jun, Matthew Mihaly wrote:

&gt; Thoughts on the nature of realism in MUDs.

&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 

Probably did not quite finish something here.

However, I have been saying on rec.games.mud.* for a long time,  and
I probably picked it up from others before me, that realism on a mud
has very little to do with 'as in reality'. Instead it means that if
something is true in some part of the game, it should be true every-
where.  If it does not then there should be a reason for it a player
can figure out.
You are right that there is no irrefutable reason that a mud must be
realistic in this sense but any game is, to a certain extent, a sim-
ulation of a reality and as such it must,  within the limits of that
simulation,  obey its own rules.  You may chose to have  only a very
shallow reality in your mud  or go for a highly detailed alternative
reality.  Whatever your choice,  if there is not a certain degree of
predictability then the game will be needlessly frustrating.
In the combat system of Achea, as far as I understand it, I see many
details that come from this kind of realism. Beginning with the fact
that every action requires a balanced body and/or mind,  but also in
the fact that skills are grouped together in such ways that it makes
sense.  The effects and prerequisites of all the combat skills  also
are 'realistic'  in that they are consistent with the laws of nature
that underly your game.
This is not belittling  or anything,  just stating an observed fact,
one that helps both the players prepare for what can be expacted and
what can be discarded, and the game developer.

My opinion, of course.

Marian
-- 
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey



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<li><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] realism</A></strong>
<ul compact><li><em>From:</em> Caliban Tiresias Darklock &lt;caliban#darklock,com&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] realism</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00568" HREF="msg00568.html">Re: [MUD-Dev] realism</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Mon 07 Jun 1999, 15:49 GMT
<UL>
<LI><strong><A NAME="00580" HREF="msg00580.html">Re: [MUD-Dev] realism</A></strong>, 
Matthew Mihaly <a href="mailto:sarapis#achaea,com">sarapis#achaea,com</a>, Mon 07 Jun 1999, 19:24 GMT
<UL>
<LI><strong><A NAME="00594" HREF="msg00594.html">Re: [MUD-Dev] realism</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Tue 08 Jun 1999, 14:52 GMT
<UL>
<LI><strong><A NAME="00614" HREF="msg00614.html">Re: [MUD-Dev] realism</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 08 Jun 1999, 22:18 GMT
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<LI><strong><A NAME="00574" HREF="msg00574.html">Re: [MUD-Dev] realism</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 07 Jun 1999, 18:25 GMT
<UL>
<LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] realism</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 08 Jun 1999, 02:31 GMT
<UL>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] realism</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Thu 10 Jun 1999, 03:56 GMT
</LI>
</UL>
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</UL>
</LI>
<LI><strong><A NAME="00584" HREF="msg00584.html">Re: [MUD-Dev] realism</A></strong>, 
Jp Calderone <a href="mailto:exarkun#flashmail,com">exarkun#flashmail,com</a>, Mon 07 Jun 1999, 20:08 GMT
<UL>
<LI><strong><A NAME="00585" HREF="msg00585.html">Re: [MUD-Dev] realism</A></strong>, 
Martin C Sweitzer <a href="mailto:msew+@andrew.cmu.edu">msew+@andrew.cmu.edu</a>, Mon 07 Jun 1999, 22:32 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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