Well, maybe this sounds stupid, but I have seen several non-circle MUDs where they have a huge world, most of it forest and grassland and things like that. The zones are generic, usually just a bunch of interconnected rooms with the same bland room description, but it really makes the game feel more realistic. I feel that this adds a feeling of realism into the game because of the distance the player has to travel to get to different places and the ability to go in almost any direction all the time. There are alot of MUDs where you can only travel in some directions, and the locations of the zones and arrangement of the world often contradict each other. Something good to write would perhaps be an implementor command that allows the MUD admins to create the "wild" landscapes and interconnect them easilly. (this is the best I can think of) Of course an alternative to this would be manually building these interconnected rooms, a very tedious task that would take months and could be accomplished more easilly with some code, and then a bit of online editing. I'm just wondering if anyone has ever thought of this, or is in fact running a "geographically correct" MUD and knows what I mean? +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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