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[MUD-Dev] Re: let's call it a spellcraft
On Wed, Sep 23, 1998 at 10:44:09AM -0500, Koster, Raph wrote:
> An original key design premise of UO was that EVERYTHING in the game was
> defined in terms of intrinsic qualities. An axe was 1 unit of wood and 2
> of metal, a breastplate was 25 units of metal, a person was a given
> amount of meat and possibly a given amount of prestige, a gravestone
> embodied a few units of "spookiness", and yes, magical objects included
> some amount of "magic" as part of their nature. In particular, different
> magical components embodied one of the eight hidden "qualities" of
> magic--such as classical elements, etc. So hidden inside sulphurous ash
> was a unit of Fire, and mandrake root carried one unit of Death with it.
> This allowed for MANY possible interactions with fairly little code.
Oh. My. God.
I've just found an application for all those years spent getting degrees in
the History of Science.
Using a system like this, you really *could* create a world built out of
Aristotle's elements.
Adam
--
adam#princeton,edu
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman
- Thread context:
- [MUD-Dev] Re: Legend's speech system and moods,
Raph & Kristen Koster koster#eden,com, Wed 23 Sep 1998, 17:20 GMT
- [MUD-Dev] Legend's speech system and moods,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 16:34 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:46 GMT
- <Possible follow-up(s)>
- [MUD-Dev] Re: let's call it a spellcraft,
S. Patrick Gallaty choke#sirius,com, Wed 23 Sep 1998, 20:29 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 21:44 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
quzah [sotfhome] quzah#softhome,net, Wed 23 Sep 1998, 23:20 GMT
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