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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.
So what happened to that excellent idea, Raph?
How did UO end up with that fairly disappointing spell system?
- Thread context:
- [MUD-Dev] Re: Legend's speech system and moods, (continued)
- [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
- [MUD-Dev] Re: let's call it a spellcraft,
Michael.Willey Michael.Willey#abnamro,com, Thu 24 Sep 1998, 22:12 GMT
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