The Mud Connector

Author Topic: Abstract MUD?  (Read 15644 times)

Otviss

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Re: Abstract MUD?
« Reply #15 on: November 03, 2013, 3:16 PM »
The Stanley Parable looks pretty interesting.
Absolutely. I have played it already, thanks for mentioning it. Yes i have not experienced such a wierd game in a long time. I really liked it. But what makes the game unreplayable is it's dependency on the narrator. I take it you have played the game? Or at least the demo, mh.
Wonderful game. Wonderful script.
but that game is multiplayer.
WHAT!? really? That makes it much more interesting.

I'll try to present a game design in the nearest future, on this thread and on a new one I'll make. Just out of the blue here, are any of you interested in collaborating with me?
Like, are you confident that your imagination would contribute to an "Abstract game",rather?(ooo, pressure, Hahah..)
« Last Edit: November 03, 2013, 4:48 PM by Otviss »

Parnassus

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Re: Abstract MUD?
« Reply #16 on: December 14, 2014, 10:22 AM »
I'm working very slowly on translating a series of partially built Smaug areas, that I've nicknamed my interactive fiction areas, to TBA zones.  The reason I call them this is because choices made earlier affect later outcomes.  The main problem that I've found is the difficulty caused by multiple people in the zone.  This causes things like people not making the choice coming across someone else's outcome.  Sometimes it works properly, other times take more thought.

Compared to an old infocom game with things like "smash the blue bottle over the head of the brown troll after lighting the torch",  the level of interaction is pretty limited.
This can be done in a manner something like this (although I wouldn't really advise it!):
if command is smash or break
if argument contains brown troll
if argument contains blue bottle
if argument contains head
(arguments in order of importance to you)
if torch is lit,
then do whatever.
if not, then insert snarky comment in whichever condition wasn't met.
If argument contains head, blue bottle and your, echo You want to smash it over your own head? Okay. Game over.
If argument contains brown troll, blue bottle and leg, echo You <command> the bottle over the troll's leg and he hops after you in a rage.

Plant Bean - (output):Fernando my dear, you planted it, may there breed falcon as we could know from the beginning you brought shame on that patch. Blue, Blue, Cruel. Protect what is that bird, a falcon dives towards you, grabbing your wig and says:"Congrats".
If you check out 4d mud (4dimensions.org 6000), you'll see similar things happening.

zaimus

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Re: Abstract MUD?
« Reply #17 on: December 17, 2014, 7:29 AM »
This was an interesting topic.  I have been in MUDs since the mid 90s, but haven't been on any almost a decade. Haven't found one yet, worth the time and effort, but had an idea / been looking for something extremely psychedelic.

Quixadhal

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Re: Abstract MUD?
« Reply #18 on: December 17, 2014, 12:47 PM »
For any given instance, you can certainly break down the sentence into bits and use a convoluted and hard-to-maintain set of case statements or if/then logic... but this gets incredibly tedius, very quickly.

To really handle natural language, you have to use a real parser which understands how to break things apart by linguistic rules, and then figure out how to apply your game conditions to the results.

If you want to see some fun stuff regarding that, check into NLP systems.  It's rather interesting, and in a typical MUD you have to deal with pseudo-proper grammars as well.  The MUD culture had a shorthand that people learned in the 90's because most games do NOT deal with anything complicated.

So, "hit the troll with the longsword" maps to "wield longsword; kill troll", and "hit the troll with the longsword and the orc with the dagger" might map to "wield longsword; wield dagger; kill troll; switch orc"

Otviss

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Re: Abstract MUD?
« Reply #19 on: February 26, 2015, 3:29 PM »
So, "hit the troll with the longsword" maps to "wield longsword; kill troll", and "hit the troll with the longsword and the orc with the dagger" might map to "wield longsword; wield dagger; kill troll; switch orc"

Aye, very good.
I think this whole topic was an issue of looking at the MUD platform objectively, asking, can we do something by our own. Can we engage players and people in an environment which is less of a hardcore linear game and more of an experience or...exploration, experimentation.

While i know, there's a lot to consider, especially the coding. The language behind the "output" to work...
I really think it's time to step back and make a change regarding what kind of MUDs we want to play and read.

I see little point in themed MUDs at the moments since there are so few players already.

Basically, a discussion is needed. What do we like and what do we not like? When we roleplay what kind of moments do you remember? Do you remember the conversation, or do you remember the "well written tavern you were in"...?

And how can we apply those things, work around and with them and combine them with the artistic outlet many of us have.

>

It's perhaps a long way to go, but it can also turn out to be something really simple that could grow by itself.

Edit: And for this you would certainly need talented people who know their way around coding and the language. I just realised that my comment sounded very idealistic which it is. But I really want to be down to earth here and be realistic too. Step by step. Can this be done. How can we do it without much effort?(if possible).

But first of all a full on discussion is needed. That's what i wanted to say.
« Last Edit: February 26, 2015, 3:49 PM by Otviss »