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This is a discussion on "Quick, short descriptions" in the Top Mud Sites MUD Builders and Areas forum : Originally Posted by Molly Amazing. An entire Mud based on modern gardening? And a long thread discussing the short desc of one item in that Mud? I don't want to scoff really, and I am a huge gardening fan, but aren't there more important things to discuss in such an original project? Milawe, you should come around 4D some time and check out our gardening feature. It's not an entire gardening Mud, but it's a pretty nice feature, with 8 different garden plots, where you can sow your seeds and watch them grow. And unless you ... |
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#31 | |
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Member
Join Date: Apr 2008
Posts: 46
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Re: Quick, short descriptions
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I could be wrong, though. |
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#32 | |
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Legend
Join Date: Apr 2002
Home MUD: Threshold RPG
Posts: 1,019
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Re: Quick, short descriptions
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![]() I imagine the movie Excalibur would have been a lot less exciting if every time King Arthur drew Excalibur people just thought "yeah, that's nice. You have a sword. So do the rest of us. Big deal." It would have been very anticlimactic. This is starting to sound like another difference of viewpoint based on preference for simulation or story. Some people want a gritty, realistic simulation, and other people want an exciting, engaging storyline. If there are no givens or common frame of reference, it is hard for the characters in a story to relate to each other. Neither preference is better, but they are quite different. But I think you are already alluding to that in some of your posts. Ultimately, the decision as to how "famous" an item can be, or whether brands are possible/feasible, depends on the type of world you have. Last edited by Threshold : 05-13-2008 at 07:00 PM. |
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#33 |
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Member
Join Date: Apr 2008
Posts: 46
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Re: Quick, short descriptions
Additional thought:
Assuming you have multiple cultures and centers of civilization here. Work with a culture skill. Skill is based on native culture and can gain through spending time in other cultures (exposure to language, time spent in city, commerce conducted within other cities). To use Threshold terms, one could be well-versed in Thracian culture but ignorant of Sablean culture. Items would work the same way as characters. An item would be assigned a dynamic cultural value. As an item is traded and used within other cultures, it can gain value within that culture. Now you combine the two. A person versed in Thracian culture would recognize an item with a high Thracian cultural value by its proper name. They might even have additional insight into its uses and properties. A Sablean, looking at the same item, might see a very basic item description without any additional information provided. Now, as an item gains in it's Sablean cultural value, the Sablean cultural expert might start to see more. At some value, you allow an item to cross over from its generic descriptive form to its proper name that the designer intended. |
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#34 | |||
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Re: Quick, short descriptions
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That's definitely not the goal. Unique will be unique on the scale of Excalibur and the One Ring. It's just a matter of deciding how to show their "uniqueness" and "fame" in a simple, informative way to players. There's lots of ways to do it. I'm just interested in hearing all the thoughts behind what people enjoy and what they would do themselves. |
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#35 | ||
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Re: Quick, short descriptions
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![]() No, I kid. I made up the scenario because I was trying to get to a specific point without bogging people down with the specifics of a rather large game. I figured if I made the example modern and a bit outrageous it would be easier to talk about without it turning into a comparison of games. (I made a booboo.) Also, I'll admit that I never quite got over the law school exams that consisted of professors making us analyze the craziest, most unlikely scenarios and write multiple page essays. While it annoyed me in law school, I now see the appeal in writing those things. Quote:
Before you scoff, though, there's a very popular series of games out there that consists of nothing more than your character making the best farm ever. Your character gets married based on how well your farm is doing and how well you woo your spouse. You're expected to feed her based on the food you cook off the things you grow. Since the game is now on its 5th version, I wouldn't be too quick to scoff on the "modern farming" mud. (Maybe I'll make it after I'm done with my project.) No, ultimately, I'm interested in what players of different games expect from a short description, how to treat an item becoming "famous", and how to give players the option of roleplaying that an item can be recognized or "known". |
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#36 | |
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New Member
Join Date: Apr 2002
Posts: 18
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Re: Quick, short descriptions
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Of course, this opinion is based on the fact that: |
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#37 |
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Member
Join Date: Apr 2008
Posts: 46
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Re: Quick, short descriptions
I'm going to quickly throw out more ideas on my earlier one about cultural knowledge being a skill:
You could also differentiate between various classes of cultural knowledge: low and high. For instance, someone with a "low" cultural knowledge in the United States would probably be able to differentiate between powdered cocaine, powdered meth, and powdered heroin whereas a highbrow wouldn't. Converse, the highbrow would know the difference between a nice Alexander Valley Cab and an Australian Merlot. Anyway, I know this is all getting very simulationist and offtopic for the OP's original intent, but I thought I'd throw the idea out there. I should add, as I think my views are associated with the RPI viewpoint for the most part, that my suggestions don't really mirror RPI implementation. In an RPI, the broader, vaguer context would be coded, as LoD discussed in his post, with the "cultural" knowledge being gained ICly and ingame. There would never be a point where one's character codedly recognized the proper name for a generic looking object. The only problem with an RPI in this is that it makes veteran players who have a broad OOC knowledge of the game have an advantage over newbies who don't have that knowledge. An example that comes to mind from Armageddon is the IC lore surrounding "spice" (which Arm's version of drugs). I remember playing my first druggie PC whose background stated that he had been addicted to some specific spices for quite some time. Unfortunately, when faced with: a pinch of golden brown spice a pinch of viscous black spice a pinch of moldy green spice My addict couldn't tell you which of the spices was actually his spice of choice. Now, after playing that PC through his life and discovering all of this knowledge ICly, I was able to apply that knowledge to future underworld characters, but the problem is that OOC knowledge impacted my IC concept. Anyway, I know I'm veering dangerously close to the RPI vs. The World thread, but I'm really just approaching this from a theoretical game design standpoint now. Very cool original post to spark all of this, btw. |
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#38 | ||
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Re: Quick, short descriptions
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OOC will always impact games in some way. I guess it's a matter of deciding how much knowledge to impart on a player and how much "discovery" the actual player should have to do. |
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#39 | |
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Member
Join Date: Apr 2008
Posts: 46
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Re: Quick, short descriptions
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Person A: A person well-versed in Sablean culture sees the painting and they see: "Starry Night" as the sdesc. Person B: A person somewhat well-versed in Sablean culture sees instead: A painting of a swirling night sky. When they look at it more closely, they might see: "This painting looks to be Starry Night." Person C: A person with little understanding of Sablean culture sees: "A painting of a swirling night sky." When they look at the painting more closely, they still get no indication of proper name. Now imagine this scenario: Person C, while ignorant of Sablean culture is well-versed in Thracian culture. Now imagine that the item Starry Night has gotten so well-known that it's crossed cultural boundaries. It receives a 100% value rating in Sablean culture as well as a 100% value rating in Thracian culture because the artist has become famous in both cultures. Now Person C will get the same message as person A did above because the item itself has transcended its culture and people from both Sablean and Thracian cultures know of the item. This system could get ridiculously clunky, but it could also be interesting. |
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#40 | |
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Senior Member
Join Date: Apr 2002
Location: New England
Posts: 706
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Re: Quick, short descriptions
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You want to start the game with Van Gogh being unknown to everyone. So -all- items with the parent of "van_gogh generaic object #42" will be flagged in the "famous" category of "0" on a scale of 0 (null, not at all) - 5 (with 5 being known by all PCs and sentient humanoid NPCs worldwide - which would be very rare). Van Gogh shows up and starts painting in the town of Muffpuff. Everyone in Muffpuff eventually learns to recognize Van Gogh's stuff. The parent generic #42 gets a flag change: first, the flag of origin is checked to make sure it reads Muffpuff. Then, the fame flag will be changed to 1, indicating that ONLY people from Muffpuff will recognize ANY VanGogh paintings. In addition, the child of generic #42, item #177 which is titled "Starry Night," will have its fame flag toggled to 2, indicating that this specific item is recognized in both Muffpuff, and in the neighboring cities, but no further than that. So now we have 20 VanGogh paintings, and generic #42 is a 4 fame, meaning every sentient humanoid game-wide, except cave-dwellers who never leave the tunnels of the caves and are considered a completely separate game component from the rest of the world (which is why a 5 fame would be rare). At this point, Starry Night is also flagged at 4, as are at least 10 other paintings. So generally speaking, the entire world would recognize a VanGogh when they saw it. They might not know the -name- of a specific painting, but they would all be able to identify his unique style. You could even have master artists and appraisers, who exist to identify or create forgeries. So the master artist could create *a* Van Gogh style, that everyone who sees would recognize *as* a Van Gogh..even though they wouldn't know its name. They could then kill Van Gogh, so he can't deny ever making this painting, and tell everyone they found a lost painting of Van Gogh, and make a fortune on the fake. If the master artist's work is good enough, the master appraiser would never notice the difference. But if the master appraiser's skill is better than the master artist's skill, then he'd be called for a fraud, arrested, and banished to the caves, where he would never be allowed to see another Van Gogh for the rest of his miserable life. |
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#41 |
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Member
Join Date: Oct 2003
Posts: 101
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Re: Quick, short descriptions
From what I read, the problem with an exact name for the item is that it may "destroy" the immersion feeling of a player in a RP Mud. This may make sense, true, but on the other hand, if it is done sparsely and thoughtfully you would be giving a player an option to role play around either knowing or not an specific item. I do know that as a player you carry around tons of OOC knowledge. I know this mainly from table-top D&D, where you had all these bestiaries and manuals you had read, you knew details about all the classes and many of the weapons, you knew about critters and their weaknesses etc. But there is no reason to believe that your Lvl 1 Thief should have known what the Lvl 5 Cleric was capable of. So, it was up to the player to role play accordingly and imbue their character with just enough knowledge and consciously decide to act as the character would with what the character would know instead of making decisions based on what the player knew. Hard, but all the more enjoyable when you worked to make it work.
So, in this context, I understand that RP RPI ASRP TSRP (Threshold style RP for those who didn't know), may want to be as immersed on their simulated reality as possible, but without a very elaborated code to work how famous a 'named' or 'unique' item is, and how recognizable an item should be (of course, what if my newly created character happens to be in a party with an older, knowledgeable character, who tells him about this immensely powerful sword with this particular engraving, these colours in the hilt, etc, etc ... well, my dumbinewbie should be able to recognize Excalibur should he not?,) you will be restricting and not enriching the experience a player can have. On the other hand, if you openly identify a famous or unique item, maybe even with a really soft code to determine how recognizable it is (maybe even a toggle flag players can turn off or something if they are playing some impaired character or similar) you are allowing the player to decide how he/she wants to role play the situation. If they decide they do not want to know Excalibur they can just role play accordingly, but if they do want to recognize it, then they have to option to Ohh and Ahh appropriately, which would not be an option if they were not shown the 'uniqueness' up front. I hope it does make sense, maybe I am giving too much credit to Role Players and they really need to be spoon fed what they characters may or may not know and cannot decide for themselves how much they want to incorporate into their character's story, or maybe I am being too ignorant of the subject and it really is such a big deal to have anything that may be perceived as OOC shown to you when you are playing in a RP Mud. I do not know which is true or if there is a single right answer, I do know though, that if you over-restrict what a player can see, you are restricting the spontaneous awe at something you recognize on the spot ("Isn't that David Beckham??", "Woao, look they have the Mona Lisa on loan in this museum!!", "Hmmmmm must buy coke when the movie ends hmmmm hmmm coke when the movie ends hmmmmm") |
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#42 |
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New Member
Join Date: Apr 2008
Posts: 27
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Re: Quick, short descriptions
I think this thread is great.
Still more things come to mind: Can simply having a certain skill allow one to recognize certain objects better? To me they're a bunch of pills. To my father-in-law the pharmacist, they're antibiotics. To me it's a guitar. To my brother, the guitar player, it's a fender stratocaster. Can one artisan's work seem just like another's to the untrained eye? While certain artists are pretty distinctive, other's inspired a whole school of art. There are a whole bunch of impressionists whose work resembles Manet, for example. Could someone's apprentice make a work that looked like his master's? |
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#43 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,935
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Re: Quick, short descriptions
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"As a 'cheap' alternative, you could use skills for this. Thus Bob, who has Survival 0, looks in the room and sees 'a tasty-looking mushroom', while Fred - with Survival 5, sees 'a deadly skull-cap toadstool'. This is not as 'nice' as learning about each object, but would be less cpu/memory intensive. Skills such as 'Occult' could be used for strange artifacts, whilst 'Melee' might show you 'A finely crafted steel katana' rather than 'a sword' - perhaps someone with a little Melee might see 'An oriental sword'." The same concept also works very nicely for room descriptions - for example, someone with weak language skills might just see some old writing on a tomb, while an expert in ancient languages would see a warning message about the nasty undead creature trapped within. |
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#44 | |
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Senior Member
Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
Home MUD: Primordiax
Home MUD: Archons of Avenshar
Posts: 650
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Re: Quick, short descriptions
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On Threshold, all of our unique objects are "named". People really like getting their hands on these things, and it's almost like graphics for them. They know they have something REALLY COOL, and I like to maintain that. Unfortunately, we didn't start out with a solid plan when we were creating items and their short descriptions, so a few things got "named" that probably shouldn't have been. Now, with a new game that has an incredible number of objects and the ability to create unique objects, I feel that having a naming protocol is the best way to go. So, my goal is how to I keep the "REALLY COOL" factor for some objects, and in giving all that information away in a single glance, how does that impact the discovery factor for other players? Some players really enjoy discovering not only areas but items as well, and they like that they're able to recognize things by sight that other people really don't know much about. I lean more towards giving more information to players and letting them decide what their characters know, but I'm pretty intrigued by a "recognition system" for items as well as areas. |
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