(no subject)

From: Franco (awe@mt.arias.net)
Date: 07/26/96

        You're not giving enough credit to the coding aspect. If
coding is a means to an end, the end is worthless without the means.
If you think that the creativity is more important, put yourself in
the situation:

        You have a great idea. Since you know squat about C, you turn
to your trusty co-imp to create it. You suddenly realize, after talking 
to your co-imp, that he (or she) does not fully grasp the concept which
you are trying to relate. What do you do?

        A) Spend 48 email messages and extra 60 hours of frusteration 
        while trying to tell him (or her) this is not what you want.
        Have an end result that is still not what you wanted.

        B) Compromise your idea. Give your coding co-imp the green light
        to do what he (or she) _THINKS_ you mean. Since VERY few people
        think alike, you probably won't get what you wanted, or you will
        resort to selection A.

        C) Learn to code yourself and cure this problem, plus all similar
        problems like this that _WILL_ arise in the future?

Hmm....You go figure it out for yourself....


       At 02:25 AM 7/26/96 -0500, you wrote:
>> Basically, the moral of this story is, if you don't want to work at the 
>> source and make it something original and interesting, don't bother there 
>> are already enough muds out there like that.  But, if you do really 
>> _want_ to make something new and exciting, you should try even if you 
>> don't know C, but try to do it on your own.  Hours of frustration are the 
>> only thing that will help you _learn_ to do it.
>> I don't know about anyone else, but I take pride in my work and when my 
>> MUD finds a site, I hope people will come and look and see it and say 
>> "Hey, thats cool." or "Wow, never seen that before." and play because 
>> they they find it interesting.
>That is the moral of this story, but people have the wrong idea about 
>reaching the interesting MUD.  Knowledge of C, in my opinion, is the 2nd 
>most important thing to making a MUD interesting.  The most important 
>thing to making the MUD interesting, is having a lot of creativity, being 
>able to program in C is a means to an end, not an end itself.  Even if 
>you can code *anything* in C, if you don't have good ideas to code for, 
>it's useless.  This also holds true for building areas. 
>"Yeah, ok, so I've got the most powerful weapont the MUD.  But why is it that
>powerful??"  Unlike other types of game(DOOM clones, etc) story/plot is a 
>big factor in making a MUD original, since it's basically a book you can 
>interact with(the better MUDs anyway).
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