Archive for February, 2006|Monthly archive page
Something always on my back burner is a design for a ‘better’ combat system, not in the sense that I can design a better combat system than anyone else, but that I haven’t yet found one that’s better for me.
PvE and PvP (PK) are two accepted means of conflict in muds. A third way I want to explore especially in the context of a relationship-based mud is player versus self, or for lack of a better abbreviation — PvS.
In the bookstore looking for an Alan Flusser book (for an art project, don’t ask), I browsed the computer game development shelf (huge! though it was all about graphix) and found this book by David Freeman about “emotioneering”. Yeah, it’s a cheesy title but the author wrote about something I had never explicitly thought about in muds: “creating meaningful non-linear narratives”.
Reading Seamus Heaney’s translation of Beowulf made me think again about names. People using original fantasy names has to be one of my pet peeves, when I see one at best I don’t like it and at worst I just can’t stand it. When I check out a mud for the first time sometimes it’s the one thing that turns me off, I have to think the mud is really good to get past the weirdo fantasy name hurdle.