I feel very lucky to have him, because I can't code at all (except for mprogs, which clearly is not in the same ballpark) and he has been able to code literally everything I have asked him for, whether it be awesome mprog tools like mob pause or a million different kinds of ifchecks, or fixing the MANY problems in the code as we got it, or creating cool new spells, skills, or quality of life game features.
Nice, and good that you have someone you trust and enjoy working with.
He's done such a great job making DR stable that as implementors we have been able to step away from the game completely -- neither of us are involved in running DR now, which gives us time to work on our new project without having to shut down or radically change the mud that so many people have loved for eleven years now.
I notice here you sort of insinuate, and in your blog, you say that you believe it is possible to stop cheating altogether through coding.
I think that is a naive generalization. I think that overall, good coding, and proper game design can do a considerable job toward stopping cheating, but not eliminate it. If you have a system that is able to be accessed from other people, they will find a way to cheat, if they want to.
An example I would use would be something as simple as multiplay. Most games have rules, in general, about this. Some allow, some do not. It is virtually impossible to stop someone who really really wants to multiplay though. A canny player can easily proxy their IP and have multiple windows open, giving them enough time to seemingly have simultaneous conversations. There is little code can do to stop that. As an extention, if your game has money and each new character gets some, and each new character gets items which can be sold. Well now you have a player who can have virtually unlimited money and items for sale. Be it at a slow pace to avoid speculation, but still possible.
Likewise, no one is perfect. Code is imperfect. Perfection is a laudable goal, no doubt, but to actually attain it is contrary to the rules of our existence. Everything we are is flawed, which makes us unique. It gives us character, and definition, dissimilarity.
You speak of MUDs and say they are broken with bad code, and limited vision. I would half agree, and the other half.. well it makes it what it is. It's like slipping on a pair of comfortable slippers, or a comfortable but worn robe. You don't throw out the slippers because they are scuffed, and if someone decided that your slippers were bad because of how they looked and got you new ones... well you may or may not like them.
People like familiarity. they like quirks, they like old. As much as things change, and evolve, and become something new people still like to feel what they knew. If someone started MUDing on a ROM 10 years ago or so, and they play a derivative of it, that has a core similar to a ROM they will probably be more apt to give it an extended try. If they started on a ROM and play a MUD that is totally dissimilar from it, they may not.
Just as no code can be perfect, that rule is not either. My point is that, to claim a perfect creation is to disrespect the time and effort that others have put in to this genre. You could work towards a design that you feel is feature complete, and something that you enjoy, and matches your vision but that doesn't mean that anyone would like it. (I am not saying no one would, just saying it is possible).
I just find it odd that on one hand you dismiss the amateur, and on the other you tip your hat to them. The subtle contradiction seems to be mirrored in your blog.
I mean no offense by any of this, just an open answer to your thrown gauntlet.
if it simply isn't possible to cheat at a game, there don't need to be any rules for a game.
This goes back to earlier, but there is no such thing as a game without rules. I think what you might have meant was a game with no written rules. At that point the game would be the rules and the enforcement, though again I disagree that this is entirely possible.
I think your point is trying to assert that the addition of rules that are upheld by humans creates a natural tension and power struggle as each tries to assert dominance. While one side obviously has greater power, the other vies for power of influence. I agree that this is largely a problem, but a static non intelligent game cannot adapt to changes in players or new ways they discover to exploit a system.
but the fact is, the magi who have become part of a magic guild, who work and toil day after day to discover and enhance magic, these magi SHOULD have exceptional power to protect themselves. if the game is trying to be realistic (and to me, it should be, even if it's a realistic fantasy about vampires and elves), there should be a way for non-fighter classes to protect themselves and even to be the best WITHOUT having to fight. after all, they CHOSE a non-fighter class.
I agree that a game design should be consistent and coherent across itself. So whatever realism you have created applies evenly.
I do not exactly see what you are trying to say here though. Are you asserting that a player who cannot fight, should be able to best someone that can? Is this a physical game mechanic, or an imaginary one?
If the former, then the answer is no. You wouldn't even be able to measure a win unless you allow some manner for them to fight. If you allow it, then they really aren't a non-fighter, are they?
If the latter, then no they haven't chosen a non-fighter class because the game makes no distinction between a fighter and non-fighter. So either the player construct is invalid, or the game is.
You are using the term BEST without any delineation as to what constitutes the best. I think that would be the start of your design. How can you create a detailed character path without first establishing what you envision the goals to be, i.e. what the best
can be. Further, if you
choose to let characters who fight and those who do not fight to be evaluated on the same field, how do you measure that? Is the best the one who can kill faster, or knows more? Is it the one that can hide quickest and knows the most terrain? Is it the one that can weave the best story? If so, who determines what the best story is?
i think the concept of guilds needs to change. i think they need to incorporate trades, in a way. a magi guild might have one trade for each circle of magic: one for nature magic, one for death magic, one for healing magic, one for destructive magic. each of these circles might have tasks to do, rituals to perform, potions to brew, etc, etc, tasks which might take years for a character to perform in completion, each granting significant over-other-characters power. in this way, a player who most loves exploration, or who most loves doing quests, or who most loves performing rituals, can rise to power alongside someone who most loves to pk.
I do not see why Guilds need to be inexorably linked to anything. Traditionally a Guild was simply an association of members with like ideals and goals. Why should the Guild dictate a trade or focus? Shouldn't the members do that?
If you want to be specific about the intent, and say that a class is actually a Guild, cool, but why do they
need to have a designated trade? What if I am a member of the local Fighter's Guild and want to sell flowers I find on my travels? I just don't see why a trade be linked to the Guild specifically. If a Guild chooses to do something great, but strictly linked, unless backed up with some intrinsic reasoning, not really.
could it be done without imms? it could be done without actually having "guilds" with their pomp and circumstance, but rather just guild areas which supply what is needed, and achievable powers over who can access the supplies in the guild... imagine a magi guild with limited resources... a powerful mage might force other seekers away, using the secrets he's unlocked for himself. a thief guild, which might teach new ways of sneaking, new types of sneak attacks, secrets to picking unpickable locks, poisons, how to apply sleeping potions.... that sort of guild might be totally secret, forcing one who wants to join it to think like a thief to find the hidden knowledge of the masters. a thief guild, which perhaps turns thieves into assassins.
To the first question posed in this; Of course it can be done without immortals. Very poorly planned games might require the Immortals to actively advance the game. Though that is a very poorly planned game, or thinking on it, a game that requires the Immortals to do so for a specific reason. That reason could entirely be design driven and work in the confines of the game. Given the tone of your question though, that seems unlikely in your meaning.
To the second portion in this... You first say that there is no guild 'pomp and circumstance' and all that, then say that there are guilds. I think what you might be insinuating is a guild format in which the guild itself is a transient idea as far as it is visibly taken, and someone can come and use it as a resource, but the guild itself doesn't exactly visibly exist. I could be off base, it's difficult to extrapolate.
I honestly don't see why a system like that would exist. It would make sense to me that either you have a defined Guild system, or you allow the players to shape, create, and manipulate them. Using your example of a Magi Guild, if that powerful wizard came along and 'took over' why can't my friends and I start a new guild with the information we already know? Perhaps we took some of the 'ancient books' and what not too.
I suppose if you equate a physical location to the Guild then someone could come and physically take over, though they couldn't metaphysically do that with an idea or concept. The only way to do that would be to slaughter the old practitioners so they no longer exist, and rewrite history and whatnot. I doubt your game will allow for that.
The thief guild thing... well I suppose someone could find the secrets of the masters and 'stumble' on a guild, thought it makes little sense. A guild is only as physical as people make it. If a guild is truly secret, it should live only in their minds. If they do not dissemble then there is no way to 'find it' unless you find the people, and then they admit there is a guild. More like, some would form a secret Guild, and then watch and indoctrinate those they felt worthy. That would make more sense to me.
if there is going to be competition, there must be fair competition. i think level caps are important for this reason. it's important to have a level to reach which everyone can attain, a point at which, theoretically, the field is fair.
Last comment, promise :P
Why?
I do not like this logic, at all. If you assert a level cap creates a point at which the playing field is even.
Why must there be a level system? I am going to make an assumption that your response would be, so every has all the abilities and skills they will be able to have. Which brings me to the question, why would you make assertions about a guild system that allows for continual learning, and then discount it with a statement about level caps evening a playing field.
This doesn't even begin to get into for it to be completely fair and even, everyone would need identical copies of a character. Your assertion about player skill being the biggest factor, I mostly agree. That being said it's not entirely true either.
I also do not think that all classes should be equal. They should be good at their intent, but that does not mean that they should be on equal footing. How is it that the worlds best assassin should be equal with the worlds best swordsman? If I am an assassin, I am going to poison your food with undetectable poison, and not fight you, period. Likewise if I am the worlds best ranger, I am going to sit a fair distance away and wait until I can shoot you in the face with an arrow from a couple hundred yards. How is any of that equal? If you have a system that is completely equal, then no one is different. They may appear so, but underneath it all, they can't be. There is nothing that makes them uniquely better at X or Y or Z or A. If I had the stupid idea to attack the worlds best swordsman, in a duel, as an assassin, with a sword, well pity me I am going to die. (This is assuming I cannot inexplicably vanish, which truth be told is a weak game mechanic to circumvent this issue).
I really prefer a fluid game system. You have numerous skill trees and abilities, and can work to attain them. There is no level, because there does not need to be. Some prefer a level based system with clear skill paths.
Though I still think if you go level based, with skill paths, you need to design it intelligently and uniquely. Why should I play a fighter if a thief can defeat me at a sword fight? (This is a simplification, obviously, but illustrates my point).
These are largely out of order across your blog, but I think it flowed better with the intent of my argument.
In any event, good luck on your project. :)
-Syn