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This is a discussion on "Time and You" in the Top Mud Sites Tavern of the Blue Hand forum : You guys have all played MUDs that utilize some sort of time clock inside the game, but have you ever actually payed attention to it? You're never really forced to sleep at night, so how do you effectively role-play the MUD time without compromising your actual playtime? And another thing, how do you implement time in a MUD in a way that makes it believeable? Should you just change the room description to say "The stars are out", or do something more? One thing I've always wanted to see is darkness at night, in which ... |
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#1 |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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You guys have all played MUDs that utilize some sort of time clock inside the game, but have you ever actually payed attention to it? You're never really forced to sleep at night, so how do you effectively role-play the MUD time without compromising your actual playtime?
And another thing, how do you implement time in a MUD in a way that makes it believeable? Should you just change the room description to say "The stars are out", or do something more? One thing I've always wanted to see is darkness at night, in which you'd have to have a torch out to leave the town, but you'd have to do it in a simple way so as not to frustrate night-travelling players. Or maybe even progressive lighting, in which things become more and more visible or less and less visible depending on whether it's morning or evening. What do you guys think about MUD time? |
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#2 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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You are walking through a settlement, the paved street thick with snow which crunches beneath your boots. The sun is beginning to rise on the eastern horizon, its red glow barely visible above the settlement walls. Heavy snowflakes fall all around you, caking the rooftops and carpeting the streets. Your cloak flaps wildly in the wind, providing little protection against the biting cold. But transform into a wolf and walk through the same settlement during an autumn night while it's raining and you'd see: You are stalking through a settlement, the paved street feeling cold beneath your paws. Scattered lamps mounted on the nearby buildings illuminate the darkness. Flashes of lightning and the rumble of thunder fill the night air, framed against the backdrop of incessant rain which patters against the buildings and the street. |
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#3 | |
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Member
Join Date: Sep 2005
Posts: 121
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Ilkidarios, Sep. 25 2005,13
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In the mud I played before this one the gates of the main city used to close at 9 PM and not open again until 6 AM. That was rather irritating actually. And I am pretty sure it was part of the stock code too. I actually believe there is a mob_spec that makes the mayor walk trough the streets of Midgard each morning and night to perform this task. Nothing revolutionary about that. |
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#4 | |
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Moderator
Join Date: Apr 2002
Home MUD: Carrion Fields
Posts: 637
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- If you're accounting for day/night, seasons, local weather (sunny/cloudy/rain/snow), you're already at 2*4*4=32 possible room states which could possibly require unique descriptions. Obviously they will often be variations on a theme (that huge tree is still there, but the leaves turn) and therefore easier to produce than 32 unique locations, but you're still going to add a lot of overhead to creating a place. Depending on your game's focus, this workload increase may not be worth the immersion difference. As a micro-example, you mention transforming into a wolf. This might be a good tool for a game where a large percentage of the player characters are werewolves. It would be a horrible tool for us, where a small percentage of characters (maybe 3-4%) belong to a guild that teaches upwards of 100 possible transformations. #### if I want to rewrite that room description for a (typically human-sized) spider monkey, falcon, wolf, armadillo, etc. - Some people skirt the above by writing automated room generators, or other tools that vary descriptions on the fly based on game states. The problem there is that while any one room can be made to look very convincing, once you've been through a couple dozen, the patterns tend to become predictable and dry. They also tend to be high on choppy declarative statements, lacking the smooth transitions a human author could do with little effort. We've gotten some good results with narrowly-targeted substitutions (for example, those things at the end of your legs might be feet, hooves, hindpaws, or claws, depending on what type of PC you are), but anything "bigger" tends to be ugly. How do people address these issues? |
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#5 | |||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Day/night can be one of night, dawn, morning, afternoon, late afternoon, or evening/dusk. Each season can be one of start, early, middle or end (eg at the start of autumn you'll see tree leaves turning brown, in early autumn they leaves will all be brown, and in mid- or late autumn there'll be dry leaves scattered around on the ground). Finally, there are five types of weather: clear sky, light clouds, heavy clouds, rain and thunderstorm (rain becomes snow in winter). So that would be 6*16*5=480 possibilities for each terrain type - although in practice, I can't think of any which actually use all the possibilities, and the vast majority only use a fraction of them. Quote:
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#6 | |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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For instance: automatic torches. Torches that you buy and when you go out at night, they automatically light up without you having to go through a complicated system of commands in order to hold them, get out a tinderbox, lighting them, dousing them before going inside, etc. This would probably hurt some of the Role-playing intensive aspects, but in my mind it would be for the better. I'm actually pretty sure there's MUDs out there that have done this, but I haven't seen many. |
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#7 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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If you're going to the trouble of implementing a decent light source system then you might as well incorporate it fully into the game, forcing the player to swap their weapon or shield for a torch (although the torch itself could be used as an improvised weapon). |
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#8 |
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New Member
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Accursed Lands has systems like the ones talked about in the first post. The time of day has a great effect on how far a character can see in the wilderness and what they can do. For instance, moving doesn't require any light at all (pitch blackness conceals all, including room descriptions), but if you want to read, you've got to be in a reasonably well lit room. It can also deal with species that aren't accustomed to light, up to seeing normally lit rooms (to more standard species) as being nearly blindingly bright.
So, in the respect that there's sunlight during the day, but not during the night, yes, time matters quite a bit. The descriptions of nearly all rooms are dynamic (based on time) as well. |
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#9 | |
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Senior Member
Join Date: Dec 2004
Name: Lamont
Location: Tallahassee, Florida
Posts: 436
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#10 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,104
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More detail and more realism is sometimes better and sometimes worse, and it depends on what crowd you're targetting. Blanket statements involving "should" and design miss out on the vast potential that exists as a result of wildly different preferences among players. --matt |
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#11 | |
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New Member
Join Date: May 2004
Posts: 4
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If the only only way having a light affects you is to allow you to see in dark rooms, you're probably better off without lights or the concept of darkness. All you've done is forced people to make sure their light slot is filled. Much like hunger and thirst in most Dikus, it's more a hassle to players than anything. |
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#12 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,104
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I don't want to get bogged down in the details of darkness and torches, as there are perfectly legitimate reasons for doing it virtually any way you can think of (as with almost any design decision), but think of it this way: Darkness adds to atmosphere for some players. Being able to light your environment is a dramatic way to affect your surroundings, or at least your perception of them (virtually the same thing). So right there, for some players, there's going to be value in having darkness and the ability to light that darkness. Further, there will be some players (most I'd suggest, but the proportion is irrelevant to my point) who are going to find all the unwielding, wielding, etc to be annoying and inconvenient. A handy "light torch" command without having to worry about the mechanics of it all will be appreciated by some players. Again though, the details of the system are irrelevant. Virtually any design decision can be adequately justified in some conceivable circumstance. --matt Edit: Consider Wow's decision not to bother worrying about the size of items in a pack. An apple takes up as much space as an elephant. Completely unrealistic, but it doesn't matter. It was almost certainly the right decision, because it severely reduces the need to spend time fretting about how many more cubic centimeters (or whatever) you have left in your pack, and that kind of simplification tends to be desired by most game players. |
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#13 | |||
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New Member
Join Date: May 2004
Posts: 4
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I guess the bottom line is that, yeah, things can be oversimplified. Maybe not in terms of their design, but definitely in terms of the gameplay they offer. How light works on most dikus is a great example. |
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#14 | |||||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,104
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There's more out there in terms of human preference than any of us can really encompass or understand. It's too easy to dismiss what we don't like as 'wrong' and I think it's a tendency to be avoided in the names of both innovation and general acceptance of diversity. --matt |
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#15 | ||
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New Member
Join Date: May 2004
Posts: 4
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I'd say the more interesting approach would be to identify who you're trying to appeal to, and figure out the best way to appeal to them. We haven't identified the target group yet, but given that how most dikus handle lights isn't going to be the best way to appeal to (m)any people, we can say with probabilistic certainty that it is uninteresting - probabily because it is oversimplified. |
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#16 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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Some lights in Merc are permanent, while others gradually run out (and cannot be turned off). The latter reduces the light&dark feature to no more than an inconvenience which typically only affects newbies (who have little enough gold as it is), while the former (permanent lights) renders the light/dark feature completely obsolete. Either way, the feature adds nothing to the gameplay; instead of going to all the trouble of implementing a light&dark system, the Merc team could have achieved practically the same result just by subtracting a few gold pieces each hour from all players below level 3. As a counter-example, consider my mud; in God Wars II a humanoid has only two hands, and each is capable of holding any item. From a combat perspective, this divides your hand setup into the following choices: 1) Pure magic: Both hands are being used for casting spells. 2) Semi-magic (offensive): One hand for spellcasting, the other holding a weapon. 3) Semi-ma |