Archive for February, 2006|Monthly archive page

new combat systems?

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.

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instanced area-games

So I’ve played Betrayal at House on the Hill a couple of times now.

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player vs. self

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.

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an illusion of descriptions

Bought a Bruegel monograph by Keith Roberts,

From one point of view, Pieter Bruegel can be regarded as the last great medieval painter. Bruegel was not concerned with achieving an illusionistic degree of finish […] [p. 6]

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MUDs and IF: fad nudism?

What are the possibilities for MUD-IF hybrids?

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are all muds virtual worlds?

Check out what Raph Koster says about this.

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muds !rooms

Rooms are so 1991.

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emergence-y

Easy to explain the basic idea of emergence, not so easy for mud creators to put into practice?

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meaningful non-linear narratives?

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”.

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names

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.

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