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Re: [MUD-Dev] Affect of personalizing cannon fodder mobs
Lazarus wrote:
>
> I think I need to start off with some background perspective for this
> question. This question is posed in the context of a hack and slash mud
> where mobs repopulate every 'tick'. Players achieve advancement in this
> mud by killing large numbers of these 'mobs'. I realize that many members
> of this forum find such limitless supply of mobs unrealistic but this does
> form the background of this question.
It could also be used to populate, say, a large city - where you would
be
likely to bump into any of thousands of people.
They don't necessarily have to be killed :)
Although, I suppose the psychological aspects might be less likely to
be bad.
Perhaps a "locate missing person" type quest would be more realistic if
it was a different person getting lost each time, rather than the same
one every time someone did the quest.
I guess it's a case of giving them names adds realism, and makes the
player
aware that they're "killing" someone with an (apparent) identity. That
would
definately add to the realism, but I really couldn't even guess whether
it'd have better or worse effects psychologically.
- Colin
--
Colin Coghill ICQ#8108509 |
http://kcbbs.gen.nz/~colin | The sleeper must awaken!
C.Coghill#auckland,ac.nz |
----------------------------+------------------------------------
Campaigning for 4 line .sigs
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- Thread context:
- [MUD-Dev] Affect of personalizing cannon fodder mobs,
Lazarus lazarus#ourplace,org, Thu 14 Oct 1999, 02:33 GMT
- [MUD-Dev] Interesting little discussion going on at /.,
Nathan F Yospe yospe#hawaii,edu, Mon 11 Oct 1999, 21:29 GMT
- [MUD-Dev] Dan Kegel: A few notes on writing multiplayer games,
J C Lawrence claw#varesearch,com, Mon 11 Oct 1999, 18:31 GMT
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