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Re: [MUD-Dev] Fear of magic (was:Usability and interface)
On 09/12/97 at 01:04 PM, Vadim Tkachenko <vadimt#4cs,com> said:
>coder#ibm,net wrote:
>> On 09/11/97 at 06:22 PM, "Jon A. Lambert" <jlsysinc#ix,netcom.com> said:
>> >On 9 Nov 97 at 11:00, Marian Griffith wrote:
>> One could champion the idea of reducing players to the level of
>> monsters/NPC's as part of the game definition...
>
>Why reducing?
Typically player characters are far more capable, better equipped, better
organised, have better resources, and better situated than NPC's. I like
the ide of reversing as many of those counts as I can.
>Lets' consider:
>
>Q: What is a difference between a monster and NPC?
>A: None, except that NPC is apparently is able to talk and [pretend to]
>express other sign of intelligence (which presumes a different level of
>hostility, too).
How about a MUD where players are effectively on a par with mice, and the
NPC's are typically on a par with wolves, ferrets, eagles, foxes, badgers,
etc?
Why should NPC's have poorer equipment than PC's? Why should they have
little to no command of tactics or strategy? How about an NPC army
actually performing tactical maneuvers in attacking a town? How about
supply chains for NPC's, including replacements, R&R, equipment, reserves,
info etc? How about NPC populations which aggressively adapt to the
predations of the PC population in a best effort to survive and possibly
retaliate?
Nahh, lets make PC's the prey species, and NPC's the prime predators.
>Do you consider a dragon a monster or NPC? In according to fantasy books,
>dragons are highly intelligent and can talk many languages...
I don't make a definitional difference between NPC, mobile, and monster
for the purpose of MUDs.
>Conclusion: NPC == PC == monster, to some extent.
True. As far as their manifestation in my world, and their base mechanics
are concerned, they are indentical, except that NPC's tend to be better
situated, better supplied, etc.
>All you need to do is just attach the different behavior control adapters
>- and then, a situation is possible when, say, admin is able to take
>control over some NPC/monster and RP it...
I won't comment on the RP sides, as its an area I have little interest in.
However, I do support taking over positions as previously discussed.
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Fear of magic (was:Usability and interface), (continued)
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Vadim Tkachenko vadimt#4cs,com, Tue 09 Dec 1997, 20:45 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Sauron dlove#kusd,kusd.edu, Wed 10 Dec 1997, 00:03 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Matt Chatterley root#mpc,dyn.ml.org, Wed 10 Dec 1997, 21:48 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Vadim Tkachenko vadimt#4cs,com, Wed 10 Dec 1997, 22:58 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
coder coder#ibm,net, Fri 12 Dec 1997, 04:21 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Matt Chatterley root#mpc,dyn.ml.org, Fri 12 Dec 1997, 08:12 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
coder coder#ibm,net, Sat 13 Dec 1997, 18:20 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Alex Oren alexo#bigfoot,com, Mon 15 Dec 1997, 11:20 GMT
- Re: [MUD-Dev] Fear of magic (was:Usability and interface),
Alex Oren alexo#bigfoot,com, Thu 18 Dec 1997, 09:51 GMT
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