Brian Hartvigsen wrote: > How realistic should a MUD be? <<snip>> My reply may border on philosophy, but here it is. I feel that most people (I know I do) mud because they want to 'escape' reality. It is a way to relax and change one's mind. So having to shave, shower, eat, go to work, etc probably would have little appeal. To me, 'realism' does not apply to this concept but rather to the ease with which you can do things on the MUD and the 'feasibility' factor. On the former, I think Circle does pretty well. Most commands make sense, even for a beginner, so eating for example can be done by anyone with half a brain. The latter part is where I think some effort is required. Some aspects of this were addressed by Brian, Patrick, et al (i.e. the ability to do 2M damage, carry 5M coins on you, etc) As someone mentioned already, players that come to mudding fall in a wide variety of temperaments. Some like chatting, some like fighting, some like the idea of a virtual world (normally fantasy, but doesn't need to be). But, the majority do have one thing in common: if they want to stick around and get the 'full benefits' of the game, they must level. That is where we, as developers, get our leverage to 'enforce' whatever realism we choose. If a 'realism' feature is implemented, then it must 1) affect game play (read levelling ability) in some way or other 2) not be an absolute must in order to play. As an example, assume you set up your mud such that you can buy shops. So some people do, but what for? The very nature of the game makes it that some people always log on alone (time difference, etc). So simple 'trading' certainly is not the answer. In this case, I think it a waste of effort. But, let's say you implement 'ranks' (Prince, Duke, etc) and that those ranks allow players to access resources such that maybe they can kill bigger mobs (i.e. levelling easier). Let's also assume that to hold these ranks, some 'status' must be achieved and maintained (lands, shops, a certain 'cash flow', assets etc). In this case, I think it is worth the time. For those that want to chat, they'll do their normal stuff (including levelling) and the others can take advantage of the added feature. One could even think that some 'trading' could be in place such that players could try to 'bankrupt' another (hence 'unranking' him). Finally, one thing that irks me to no end, is the 'techno-mudder'. One that knows every stat in the game and when introducing himself actually quotes his HR/DR. In that respect, Circle fails miserably. I'd favor seeing a mud where those things are much more qualitative. That would indeed add realism to the game, in my view. Claude Belisle +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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