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This is a discussion on "Guidelines for an RPI mud." in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by Fifi Specifically I meant this one: . Extensive, player controlled emote system - Players may create open-ended, custom emotes and have commands to help create these emotes. Stock emotes are not present. Oh, that's a confusion that's resulted from the fact that Delerak has updated his list. #5 was removed, I believe. I don't have a probelm with that one. I wrote it.... |
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#31 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Guidelines for an RPI mud.
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I don't have a probelm with that one. I wrote it. ![]() |
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#32 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Guidelines for an RPI mud.
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Whereas if you go the other extreme and say play on KushielMux, the standard is to often have 5-15 minutes of wait between player poses if you're roleplaying with one other person. People in the mud know this, and they don't have a problem with it. When you, however, stick a Thresh player in a KM setting, it's quite a jarring change. I'm guessing the RPIs need to fall somewhere in the middle of this, and that's what they're trying to convey with this rule. In Threshold, unless you have two like-minded players, you have about 30 seconds to finish your emoting. Other players, however, may take 1-2 minutes to write elaborate emotes, but when it comes down to conflict, they will switch to the faster style of communication where most of the RP occurs in using the say command punctuated by short, fast emotes. |
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#33 | |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 598
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Re: Guidelines for an RPI mud.
Mina once again you provide a perfect analogy:
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However, there are games that are online, offer roleplaying, and are massively-multiplayer games, that are NOT graphical. Games such as Achaea and Gemstone, for example. And interestingly enough, MMORPGs as they are understood to be now, are also understood to be commercial. So are Achaea and Gemstone. Why not change the term MMORPG and call them Graphical RPGs instead, to make them fit what they are known to be at the present time, to distinguish them from muds such as Achaea and Gemstone, which are most assuredly not graphical, but absolutely ARE MMORPGs, by definition of each word in the initials? Why not? Because - the community as a whole has accepted that MMORPGs are graphical. There will always be a few individuals who reject the standard. There will also be the new member of the community who simply doesn't know any better, and will either accept the education or become one of the few who reject the standard. But the standard remains. Just like the standard criteria of what constitutes an RPI remains, whether a few reject that standard, or don't know about the standard, or not. |
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#34 | ||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
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Re: Guidelines for an RPI mud.
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The point is: neither is more realistic as a concept. It is all about the implementation. One implementation can be more realistic than another, but skills or levels are both abstractions designed to adjudicate a result in a reasonable and believable way. That's it and that's all. ... they focus on an ultimately arbitrary skill level. Yeah, we get it. ![]() Well, I wager the main reason is because if someone decides to call their MUD an MMORPG, they aren't going to have their game unfairly bashed by an irrational, foaming at the mouth WoW fanatic. |
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#35 | ||
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Senior Member
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Re: Guidelines for an RPI mud.
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Jason |
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#36 |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Guidelines for an RPI mud.
Here's the distinction between standard level-based and skill based systems that I think RPI players are trying to make: (I say standard because I know of at least one mud that does it differently, and I think that's why Threshold is objecting.)
In a level-base system, a character gains the level and gains abilities based on acquiring a general knowledge ('experience') for that level. The reasoning is that your character has "progressed" far enough in his/her field to suddenly know this ability. In a skill-based system, however it's implemented, your character "practices" the same skill over and over, and performing that skill enough "teaches" them something. So, in order to get certain abilities, you have to pick which skill to perform repeatedly before you move further down that chain. The realism really comes with the players and the administrators not the system, but the system can help promote realism. It all depends on the game. On an RPI, you could get a player who decides he's going to min-max the system and start spamming the 4 different abilities in order to skill up what he believes is best for leveling his character and PKing his enemies. Whether or not he gets busted, the "unrealistic" factors of the mechanics have already been exposed. On the other hand, a roleplayer could go to a level-based system and spend his/her entire time roleplaying studies for the abilities he/she knows is going to come when he/she levels. The idea is that using all their previously learned abilities from previous levels expands their "general" knowledge and unlocks a new ability for them. There have been plenty of times when I've been coding when I have a "Eureka" moment, and I've truly understood something new. I liken this more to a level system than a skill system. I haven't been learning about call_outs over and over and over. I code entire projects, and thus, I gain more knowledge in the area of coding in general. That player just brought lots of realism into a level system, and if that becomes the norm on the mud, it's going to seem more "realistic" than a system that allows people to simply write a script to spam an ability over and over to raise a skill. Arguing that one is more realistic than the other one, again, is completely subjective. They are both systems that are abstracts of real life, and both can be powerful and useful tools for roleplaying. RPIs chose to use a skill-based system. It's neither more realistic or promotes more roleplaying. It's simply a game feature that helps define an RPI. In addition, many of us keep assuming that "realistic" is "better" for roleplaying and that somehow being realistic is more challenging. That's not necessarily true. Playing a role where you have no basis in realism, making it believable and coherent, and selling it to an audience can be argued to be quite more difficult than simply basing a character off the Marquis de Sade and sticking it in some random fantasy/sci-fi setting. Realism is often nice for roleplaying because it gives you a strict guide to follow, and it's easier to keep everyone on the same page. If you have a group of good enough roleplayers, though, realism matters little as long as there's enough details in the game for everyone to be on the same page and those details are consistent, has patterns that players can easily follow and grasp, and the world operates in a believable manner. The key is building or finding such a world. Honestly, if I wanted realism, I know this game called real life and the graphics are totally awesome. I think RPI players would be taken more seriously if they quit using such judgement calls as "this is BETTER for roleplaying" or "this is more realistic". That's probably a very inaccurate statement anyway and not really what you mean. RPIs have picked systems that are harder for irresponsible builders and players to mangle and easier to police. This allows them to spend less time tracking down infractions and spend more time nurturing the game world. I'll attempt to explain. In a level-based system, builders/coders often simply think of a cool power and stick it in wherever there's space. Often, they find a justification for putting that power in just because it's coded, and many times, coders/builders have no real thought behind the skills they're developing for a class/skill tree because there's no linear progression or guidelines. You often learn in "chunks" or across several systems at once. It takes a lot of effort to maintain a believable progression. So, often, you get a hodge-podge of abilities, often seemingly unrelated, all in one class. The linear progression of a skill-based system may have many branches, but the abilities come in a straight line, much like Civ's tech tree. You learn A which progresses to B which progresses to C, and sometimes, if you have A and B, Y becomes unlocked as well. This is much less prone to sloppy design (even though some games still manage it) because you're forced to already think of "what's next". And as is the norm for anything linear, this system is much easier to organize and organize well. I think saying that a skill-based system is more "realistic" is a simplified and inaccurate term for what you guys really mean. |
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#37 | |||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
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Re: Guidelines for an RPI mud.
Strawman. Please re-read my post. I did not say anything about RPIs.
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Code:
void create()
{
return;
}
Oh wait, no that isn't realistic at all. So like I have said all along, skills, levels, etc. are all just abstractions used by a game to codify a system of processing results. Quote:
Personally, I find that I am a better programmer (in terms of both code output and how rapidly I can learn new concepts) when I make sure I get at least 1 hour of exercise per day. And those two acts are not even close to being related in a pure skill-based system. In fact, it is incredibly UNREALISTIC that a skill system completely fails to represent the benefits of cross training. But you know what... who cares? That doesn't make it a bad method of designing a game. It just makes it different. Neither skills nor levels are better or more realistic. They are both abstractions used by a game to create a codified method of determining the success/failure of actions. It is the height of arrogance to simply declare your preference "better" or "more realistic" when that is simply false. And furthermore, it never ceases to amaze me that people (and no surprise it often tends to be RPI types) feel it is important and worthwhile to argue and prove THEIR preference is the best. Why can't you folks just leave it at "I like this best"? And you wonder why people think RPI-ers are elitist. |
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#38 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Guidelines for an RPI mud.
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No, but I wish it worked that way cause I'd be cutting and pasting my little heart out. |
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#39 |
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Member
Join Date: Apr 2003
Posts: 168
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Re: Guidelines for an RPI mud.
The reason that skill based systems are better for rpis than level based is becausethe majority of us who play rpis prefer them.
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#40 | |||||
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Senior Member
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Re: Guidelines for an RPI mud.
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Take care, Jason |
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#41 | ||
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Senior Member
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 693
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Re: Guidelines for an RPI mud.
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As a concept, skill based systems are no more realistic than level based systems. It is all about the implementation. You like skill based systems. That's great. I like them too. I don't like pure level based systems, so I am not trying to defend something that is my own preference. But I have already pointed out numerous ways in which skill based systems are "unrealistic" as well. They don't take into account cross-benefits of different activities, and they are prone to some of the most unrealistic abuses and behaviors of all (standing in a corner, using a skill over and over, or using a skill in a totally pointless way simply to improve it). Both systems are game mechanic abstractions that a developer uses to adjudicate actions and determine a result. Neither one of them does a particularly good job of mimicking reality. Reality is far too complex. And you know what? It's ok. Realism is not and should not be the most important thing when designing game mechanics. Believability and fun are far more important and valuable goals. If RPI folks want to make "skill based" a requirement for a game being an RPI, that's fine. If RPI folks want to shout from the mountain top that they prefer skill based to level based, that is also fine. If RPI folks want to declare skill based systems "better" or "more realistic", that is not fine. It is not fine when they try to pronounce their own personal preferences to be better than everyone else's. That isn't logic or reason. That is just arrogance. Quote:
My games have attracted countless players who quit RPIs to join ours. We have even had coders (and at least one admin I recall off the top of my head) leave some of those "founding 3" RPIs to play our games. These are people who invested not just their time, but their MONEY in our games. Players move in both directions between RPIs and non RPIs. Perhaps more importantly, many players play BOTH types of games because they offer a different experience. So whatever point you are trying to make is not only elitist and desperate, but wrong. Lets be honest here. The number of people who play and prefer RPIs is absolutely microscopic compared to the number of people who play "other MUDs" as well as the number of people who role play on "other muds." So don't break your arm patting yourself on the back. Last edited by Threshold : 03-17-2008 at 11:07 PM. |
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#42 |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 335
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Re: Guidelines for an RPI mud.
I think another big difference might be that when we get someone from RPIs (or any other game), we're just glad they found our game and enjoy it. If they move on to another game, we're just glad they spent some time having fun with us and hope that they have fun in their next game, even if that other game is my hated WoW. *mutter* Whereas the poster above seems to be viewing getting a player from another mud as some sort of graduation ceremony. "Welcome to RPIs! You'll never leave again because there's nothing better." I hate to rain all over your parade, but we share players. We even share players with MUSHes and MUXes. We even have players who came from RPIs and have had high builder, coder and admin positions in RPIs, and we also have players who have gone on to be builders on RPIs. Most players interested in RP aren't interested in whether a game is an RPI, and RPEI, and RPXSELFLKJSEF or whatever. They're interested in whether or not the RP in the world is enforced. Everything else is game mechanics, style and preference for them.
Before the implication that we must be jealous of RPIs because they're taking away all our players, I never even thought about who comes from an RPI or who doesn't come from one. Possibly it's because I hadn't bothered to keep track of who came from which mud, nor have I ever thought that "our RP is superior to other games, so once they come to Threshold they never go back". I think it'd be the height of stupidity and arrogance for me to actually believe that never occurs. I know that we share players with several of the RPIs. Sometimes they put more time into their RPI, and sometimes they put more time into us. It really depends on how things are going. There are other players that we have from RPIs that play only our game, and I'm sure that there are players from our game who now play an RPI exclusively. For a ton of players, RP enforcement is what is the defining line for them. After that they just look for mechanics. Ultiamtely, RPIs really consist of a handful of muds and a handful of players in the grand scheme of things. I doubt that RPIs are stealing all the players out there. ![]() Anyway, this conversation has degenerated to the point where it's not worth continuing. At least some progress was made before it got derailed, though! Last edited by Milawe : 03-17-2008 at 11:28 PM. |
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#43 |
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Senior Member
Join Date: Aug 2007
Name: NewWorlds
Home MUD: New Worlds
Posts: 365
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Re: Guidelines for an RPI mud.
The last few posts have been pretty good, but I think it strays off topic for some reason. Mina has it right that players come and go from games all the time. NW has had numerous people join from all types of games (Permadeath, MUSH, RPE, H&S and so on) as I'm sure many have played other games coming from NW.
I know for a fact that many players of NW enjoy Threshold and Achae (which I personally enjoy too) as well as many other games on TMS and frankly I'm glad they have other outlets of enjoyment. |
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#44 | ||
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Senior Member
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Re: Guidelines for an RPI mud.
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