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Re: [MUD-Dev] Neverwinter Nights
On Wed, 10 Nov 1999 22:08:07 -0600 Thu, 11 Nov 1999 12:29:51 CST, "Koster,
Raph" <rkoster#origin,ea.com> wrote:
> So, who's been following Neverwinter Nights (the new one)?
>
> http://www.neverwinternights.com
>
> If you're familiar with it, how do you feel about it in the context of this
> post?
>
> http://www.kanga.nu/archives/MUD-Dev-L/1998Q3/msg01274.html
I feel like it's a mud, or could be, depending on whether you choose to run
it in persistent world mode.
As I understand it, you will be able to play the thing solo/offline and
follow the prepackaged plot until you "win" and then delete the thing, which
wouldn't be very mud'ish.
But then I consider our private UO shard thingie a mud, too, and when NWN
comes out, we'll consider switching software from POL to NWN.
I think, if we're a mud, and we can replace our software with NWN, then that
would make NWN some mud software, too.
'Course, if their scripting language lives up to the hype, it could also be
very Quakish, Diabloish, CRPG'ish ("you win! now logout and never come back")
or whatever else people can dream up. So I guess it would depend on the
implementation.
--
http://dundee.uong.com/
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- RE: bugs (was RE: [MUD-Dev] players who "take away from the game"), (continued)
- [MUD-Dev] associate producer/designer openings, and others: Maxis/EA,
Sellers, Michael MSellers@maxis.com, Thu 11 Nov 1999, 18:43 GMT
- [MUD-Dev] Neverwinter Nights,
Koster, Raph rkoster@origin.ea.com, Thu 11 Nov 1999, 18:43 GMT
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