[Divunal-author] tasty paste from toxic waste
Allen Short
washort@twistedmatrix.com
Thu, 08 May 2003 11:02:56 -0500 (CDT)
----Security_Multipart(Thu_May__8_11:02:56_2003_411)--
Content-Type: Text/Plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
>>>>> "Glyph" == Glyph Lefkowitz <glyph@twistedmatrix.com> writes:
> It makes sense to me - the formatting component can be a
> different component, if you _really_ want your concerns
> separated, but we do have the notion of objects knowing how to
> describe themselves dynamically rather than being given static
> descriptions.
This brings up the question of formatting descriptions beyond raw
strings. I've occasionally had the idea that descriptions should be
Woven templates but i'm not sure how great of a concept that is.
> This does place more of a burden on the programmer, but
> hopefully once we've got our writing hats on we can go through
> and clean up a lot of the descriptive text.
I suppose i'm still thinking of a division between
"description-writing person" and "code-writing person", but for us
that's going to be a pretty minimal problem, true.
> We should probably discuss his advice here. Some of the things
> he suggests are peculiar to a linear, directed plot (which we
> don't have) and some are specific to a very slow-paced
> single-player experience. While we should be pushing online
> gaming closer to those goals, we do have to make some
> concessions to the fact that the game is real-time and
> open-ended.
> Examining each point he makes for its context with respect to
> these ideas might yield some new and interesting conventions we
> could follow.
Specifically, i was reading
http://www.inform-fiction.org/manual/html/s51.html -- the advice given
there seems pretty universal.
>> In specific, i wish two things were done differently:
>> 1) not defaulting to listing exits by name and direction (I
>> want to do this in the description)
> I don't have an answer here yet, but I'm thinking that this is a
> questionable UI decision. Having them listed twice might make
> sense (though in the telnet interface there should be a visual
> distinction between "textual description" and "spatial layout
> information"). Players are going to have the ability to add
> additional exits to almost any room, and someone moving through
> the map quickly could easily miss the existence of an exit.
True, though arguably adding those new exits to the description should
be enough.
> Of course, I have no problem with rewarding attentiveness, but I
> would rather make only things that would be non-obvious to a
> casual observer in a real environment be non-obvious to a player
> who is only skimming descriptions.
Hmm. I hadn't thought of that, but it's a good sort of proportionality
to aim for.
> The inventory list should list all _portable_ items, methinks.
Probably.
I'm mainly thinking of these issues as a reaction against the horribly
flat descriptions prevalent in most MUDs.
"You are standing on a road winding through the desert.
Exits: north south east west
Contents: There is a rock here. There is a gnoll here. There is a
spatula here."
Perhaps there's a compromise that can be struck between literary room
descriptions and utilitarian ones. I expect practice will yield the
best results.
----Security_Multipart(Thu_May__8_11:02:56_2003_411)--
Content-Type: application/pgp-signature
Content-Transfer-Encoding: 7bit
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.1 (GNU/Linux)
iD8DBQA+un+0Ed6n5DRBYM4RAuW2AJ46ltAH3NwwXrDQ544rX7vdkP44ewCfciOm
0fD1DPgww6Ta3uSrcVHfPDE=
=4oZa
-----END PGP SIGNATURE-----
----Security_Multipart(Thu_May__8_11:02:56_2003_411)----