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Re: [MUD-Dev] Re: generic objects, behaviors
Hmm...
I see a rather different approach, but i coem from the traditional
adventure game backaground as well as game design/implementation.
A question-- how many of us doubted the reality of the Colossal cCave and
the Flood Control dam?
Game design is about experience and illusion, not reality and all
successful games I knwo of have as much if nto more smoke and mirrors then
they have actual simulations.
Guess Im sayign I fidn the whoel approach here of questionable practical
value.
JK
- Thread context:
- [MUD-Dev] Re: generic objects, behaviors,
Andy Davidoff dert#pobox,com, Sat 10 May 1997, 13:36 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Re: generic objects, behaviors,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 10 May 1997, 23:18 GMT
- Re: [MUD-Dev] Re: generic objects, behaviors,
Jeff Kesselman jeffk#tenetwork,com, Sun 11 May 1997, 12:48 GMT
- Re: [MUD-Dev] Re: generic objects, behaviors,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 12 May 1997, 02:13 GMT
- Re: [MUD-Dev] Re: generic objects, behaviors,
Jeff Kesselman jeffk#tenetwork,com, Mon 12 May 1997, 03:18 GMT
- [MUD-Dev] Re: generic objects, behaviors,
Jon A. Lambert jlsysinc#ix,netcom.com, Mon 12 May 1997, 06:11 GMT
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