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[MUD-Dev] Re: Ugh, IS Diablo a mud?
> -----Original Message-----
> From: Marc Hernandez [mailto:marc#jb,com]
> Sent: Tuesday, September 22, 1998 4:52 PM
> To: 'mud-dev#kanga,nu'
> Subject: [MUD-Dev] Re: Ugh, IS Diablo a mud?
>
> What about adding 'Interaction with PC/NPCs'. What it seemed
> your list was interested in was what level of persistance
> said game was
> at. However if all you can do is kill PC/NPCs it isnt much
> different from
> a persistant arcade game (such as quake).
OK, then this would be where most Dikus fall. :)
To be frank, I had considered NPCs as irrelevant to the equation...
interesting assumption on my part.
> NPCs (out of 10)
> Can Kill
> Can 'talk' to
> Can buy/sell from
> Can join
>
> Same list for PCs.
> So for Diablo we would get very low scores for 'talk to' (0) and
> join and a fairly low score for buy/sell (something like 1).
> For quake we
> would even get buy/sell.
Hmm, Diablo has MORE interaction with NPCs than a stock Diku or
Diku-derivative. You have conversations that fit into the fiction (stock
Diku does not support conversation) plus they send you on quests (stock
Diku does not have quests or even a scripting language).
What about Lyra's Underlight? It's a mud in my mind. It has no NPCs at
all.
-Raph
- Thread context:
- [MUD-Dev] Spellchecking,
Richard Woolcock KaVir#dial,pipex.com, Tue 22 Sep 1998, 23:39 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Tue 22 Sep 1998, 22:06 GMT
- <Possible follow-up(s)>
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Tue 22 Sep 1998, 23:00 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:07 GMT
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