> I think that the very 'stock'-ness of circle encourages the right >kinds of behaviors. It allows good solid coders who want a challenge to >make something new. I think Takis's project is a good idea. While it is true that many muds will then have identical features, these features already de facto standard; they just aren't in stock circle. Things like aliases that save, for example. There is no reason for saving aliases not to be a stock feature. For what possible purpose would a game administrator want non-saving aliases? Isn't one of the first things everybody does is put in the saved alias patch? This insistance on massive recoding of the mud is partly what makes muds so standard. This encourages good coders to work on their own muds, but discourages good game designers from doing so--unless they are also good coders. Consider, what makes Sid Meier's (creator of Civilization-one of my favorite computer games) games so excellent isn't his coding skill, but that he is a brilliant designer. In my own case, my game design talents are superior to my rather mediocre coding skills. But to get a mud that I would enjoy playing I have to put in scan, saved aliases, abbreviations, saved eq pos, etc. (Thank heavens for patches) If all these were in stock circle it would be even better. So far, I have done exactly one design thing, creating a consequence for failing a pick lock roll (i.e. a trap). It seems to me that Perfectmud is intended for use as a game design platform, rather than a coding platform. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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