Re: Realism in MUDs break-off of [CIRLCE] Coins

From: Michael Fara (mfara@bellatlantic.net)
Date: 06/07/00


Simply put, one can have a MUD either one way, the other, or somewhere
bordering in the middle. I'd say stock CircleMUD is somewhere in the middle,
and allows any developer who chooses to create their own MUD to make it as
realistic or as wildly fantastic as possible.

If you think about it, a game that is 100% totally realistic would have to
simulate life in every way. This would be "the perfect MUD". But we all know
that would take several years for even a multi-million dollar development
team to work on. (even with a text-based game). If you wanted your game to
be extremely realistic, you might require adventurers to go to the bathroom,
take baths, etc. This kind of game would be too demanding on someone and not
very fun, unless of course, there were equal and opposite fantastic things
to strive for and interact with. (Extremely realistic sorcery, economics,
talking NPCs/MOBS, etc.).

But who the hell is going to do that? That is why most MUDs keep it
borderline. Hence my point of things needing to be borderline. There's
nothing wrong with making someone eat food, as long as they don't die from
it. Or making them buy things, as long as they aren't playing the game
continuously to make "ends meat" or pay for their in-game rent. If a game
left everything to fantasy, and everyone had a billion dollars, it sure
would be fun but then people would get tired fast.

If you are going to make it where people have height, weight, and things
like that. And they need to eat, and repair their armor, etc, then you
better also have some things that make it more-fun-then-usual aswell. I
guess that's my point. And don't think its not possible to make a
"realistic" MUD. It is possible, but it would just require alot of work. It
might be interesting to see one that simulates current reality, all though
I'm not sure I would want to play it...

Mike

----- Original Message -----
From: "Brian Hartvigsen" <hartvigsen@GCI.NET>
To: <CIRCLE@post.queensu.ca>
Sent: Wednesday, June 07, 2000 5:20 PM
Subject: [CIRCLE] Realism in MUDs break-off of [CIRLCE] Coins


> How realistic should a MUD be?  I mean should we go to 1 Death and your
> character is deleted?  I know MUDs that do that after you reach level 10
so
> you have a feel for the MUD first but..  And with hunger and thirst George
> hit it on the head when he said players ussually have triggers set up to
> 'eat bread' (or whatever they have at the moment [my favorite was 'eat
> arm'.])  Two ideas here, either take out the messages or take out hunger
> and thirst completely (unless IC on an RP MUD [ussually not Circle anyway
> then though]).
>         Look at any Base-Circle MUD (or any MUD for that purpose)and you
can see
> realism is not really implemented.. Mobs regen after 5-10 minutes, weapons
> that do 200000 damage on the average, people with 200000000000 hit point
(I
> mean come on how many whacks from a sword do you think you could really
> with-stand if you were naked?)  The shops come into it too, no store has
an
> unlimited supply of amor on weapoons or whatever they are selling, from
> time to time they 'sell out' and you have to come back later instead.
>         So how realistic should we go?  Or should we leave it up to our
players to
> choose how they like their MUDs?
>
> -~=Brian=~-
>
>    *** Gooey RPG ***
> http://gooey.hypermart.net
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Wanna Get Paid to Surf?
> http://www.alladvantage.com/home.asp?refid=hok336
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>
>
>      +------------------------------------------------------------+
>      | Ensure that you have read the CircleMUD Mailing List FAQ:  |
>      |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
>      +------------------------------------------------------------+
>


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 04/10/01 PDT