Real temptations
Last updated 2007-01-15
Shortly:
- Player is the soul; game simulates the body
- Player must feel the body
In
Slayers there's one episode with a boy who has a curse
upon him. The curse makes all girls feel nauseated when seeing him.
Male people don't see anything special in him.
In BatMUD there are banes like racism and feminism.
BatMUD's approach to these is that the characters do things,
and there's nothing the player can do about it.
In my opinion, the
player should be
the one who feels the pressure to do things.
If the character feels like he
has to kill something, the
player must do that or the character goes mad or feels pain or is
so much distracted that everything goes wrong.
The player is the soul of the character. The game only simulates a body.
You can fight against temptations your body (brains included) feels,
but it takes strength of the soul - strength of the player.
Original note in Finnish:
http://bisqwit.iki.fi/kala/forcedspells.txt
I've heard that Oblivion has a bane/condition called vampirism,
which works exactly like that.
No magical knowledge
Shortly:
- No magical knowledge
- If you haven't heard something, you don't know it
- Internally, everything must have multiple levels of details
When you see people, you don't know them, unless you have met them.
Instead of immediately knowing the person's name, you would see his
specie, clothing, actions, equipment and other details, depending
on your level of perception, interests and how much time is there
to make observations.
The same applies to everything observable: buildings, cities, NPCs and so on.
Everything your character has never seen (or heard about) before should
look unfamiliar, even if the
player has seen them before.
On the other hand, things you
know
should be very familiar (unless your character has really little
observation time or is distracted).
If the character knows that the furry being that has white stripes
in its tail is called "Bisqwit", there's no reason why you couldn't
just see that "oh it's Bisqwit" instead of being every time reminded
that "oh it's the furry being that has white stripes in its tail, called Bisqwit".
If you concentrate on observing, then you'd notice the details again.
A MUD called Avalon already does something like this.
Bodily knowledge
Shortly:
- The player shouldn't feel like the character is just a stupid machine
If your character happens to
know something, there's
no need you should be always be doing things manually.
For example, if you walk in a foreign city, your wanders might lead
you to a restaurant. Your character will probably remember the place,
unless he has a bad memory.
Next time you walk in the same city (or whatnot, if you live there),
you could just
want to go the restaurant, and your character
already knows the way. No need to command each movement. Those are
basics, and your character already knows them
by its body.
There is no need for the soul to participate in such a casual thing.
Your character might know restaurants in many towns, and when you say "restaurant",
it would always mean the restaurant in the nearmost context. If you want another
restaurant, you call it "restaurant in Mernitia" or something like that.
Of course just commanding "go to <a very distant place>" wouldn't
always work: Your character might be worried about the strains of the travel.
That's again where
soul and body must be one.
Note: This isn't the same as defining run-commands in BatMUD.
In BatMUD you're programming the character to do predefined
things. It works no matter how stupid/wise character
you have. Everyone can blindly follow instructions.
They are again machines.
What I explained here is more automatic. Be anywhere,
and your character knows how to go from there to somewhere
else. Unless he gets confused and lost.
n,e,w,w,s,e,.. argh!
Come on, the character isn't a compass!
This is a difficult design question.
Still, I think knowing the cardinal directions should
be a special skill that a character could have.
Navigating should happen
by sight, not by compass,
i.e. turning left and right and going forward and
choosing the second way from the crossing etc,
having no idea whether they are walking in circle.
Inertia
If you are a huge ent or a giant and you're running fast,
you should find it very difficult to stop or turn quickly.
Merely a dexterity stat in battle is not enough.
You will occassionally bump into things when
you can't correct your motion in time.
No common starting point
Each player has a unique character, and so
should be the background of his character.
People are born in different places, perhaps even in different
eras.
Thus, they have various
languages.
Languages
Suppose your character is born in Mernitia and your friend's character
is born in Fragulis. These are two (imaginary) very distant places and
a different language is spoken in each of them. So why should your
characters be able to understand each others?
My answer: They shouldn't, unless they study languages.
You, the player, the
soul of the character, may speak
in whatever tongue you wish, be it English, Finnish or Japanese.
Your friend may speak the same language, but as your speech is actually
the speech of your character, you won't understand each others.
The game engine should take care of that by garbling the speech you hear by
the amount inversely equivalent to your character's skill in the foreign language.
Different garbling methods for different languages, of course, so different
languages would sound different...
Needless to say, this of course applies to heavily roleplaying oriented games.
Also applying this would require a large player base, because otherwise
people wouldn't much interact... And the game should be interesting enough
even without language-based interaction.
There shouldn't be any "channels" or "tells" either.
Some remote communication could exist between telepaths or such, though.
I've heard a MUD called NightmareMUD already does something like this.
No humanoids
Humanoids are boring. Why must all the player character species
be two or more legged human resembling things, which do familiar
things like "walking"?
Do something different!
Start with dolphins and a completely underwater world! :)
Something where the new player feels like a baby who
doesn't comprehend anything of her surroundings at first.
PCs and NPCs are the same
Shortly:
- Player characters should be indistinguishable from NPCs
- But it is hard to make working
In the
no magical knowledge section
I already discussed that the character shouldn't automatically
recognize things he hasn't been introduced to.
Somewhat related to this is the idea that NPCs you encounter should
be in many ways indistinguishable from player characters you have
never met before. The only difference between a player character
and an automated character is that the soul of automated character
is a computer, where as the soul of a player character is the player.
The characters don't see souls, so they shouldn't see difference.
This idea sounds nice, but it has some drawbacks:
- It is hard to implement. NPCs are usually too visibly mechanical.
- It is frustrating to play if you don't know whether the person you are talking to is a player who's just being too cryptic or a NPC which can't help you in your problems.
This problem is especially significant in little games with
small playerbase - although if making friends is easy, it
might be tolerable.
My experience in Avalon
got me understanding that Avalon does this.
Of course, when PCs and NPCs are the same, their actions should
be similar too. In monsterslaying-oriented MUDs, NPCs should go
killing monsters too. When ever there is a player character
observing, the game could play back some previous player party
actions with NPCs and improvize...
See also:
avoid common bad design.
Player experience
Shortly:
- You can't just hand a powerful character to a newbie player
- Everything isn't in the file. Player's experience matters
[To be written]
Death
Different MUDs take a different view on death.
I'll discuss here some of my thoughts.
Monsters
Respawning
One of the boring things in MUDs I have played is this:
You kill monsters, and the monsters pop back eventually again.
The world gains nothing. Fighting the wind.
Yea, your character does gain experience.
So what? Kill more monsters?
Nonrespawning
What if the monsters died permanently when you kill them?
Unless the monsters reproduce (by whatever means) quickly,
a monsterslaying-oriented MUD quickly runs out of monsters
to kill.
In this case, life should be valued.
Most MUDs I know are based on monsterslaying...
Players
Permanent death
Last updated 2003-09-03
The character only dies once. After that, the player can only
create a new character if he wishes to play more.
Some MUDs (
hcbat for example) employ this method.
Die many times
Last updated 2003-09-03
In most MUDs, players die often and there's some way to restore
life to the character's body - with varying penalties.
When you're dead:
- You might be waiting in hell/heaven unable to do almost anything.
- You might wander around as a soul/spirit and can't touch anything and seldom be seen.
- You might see a dreamworld, which you can explore freely. Nothing from there can be transferred or affect the "real" world of the game, though.
To regain life:
- You might "pray". Someone might answer your prayer. You suffer penalties: some stats could be reduced, your body needs extremely difficult healing, etc.
- A cleric or magician must cast a powerful spell to bring your body back to life. Penalties possible.
- You must accomplish a task with your soul/spirit while you're dead.
- All the dead are restored into life when the stars and moons are in some position the next time. With a time control spell someone could affect the moment.
- You might automatically restart somewhere plain naked.
There could be a limit how many times you can die.
After that, you'll die
permanently.
(Like in most platform games.)
Dying moves you from a world to next
Last updated 2003-09-03
When you die, you'll leave the world behind and move on to the next one.
You'll lose contacts to everyone you knew, and they'll lose you.
This new world could be:
- Completely a new world
- Just a different era in the same world.
This might be exciting. If dying moves you backwards in time, you could leave messages for those who you left behind.
More sensical would be to move forwards in time though.
It might depend on your life in the previous world.
This kind of system would probably require that the separated
players don't interact with each others regarding the game.
Impossible to enforce.
- You might be born again as a child.
- You might carry your dead body to the new world and be barely living.
- Your soul/spirit might move into a new adult body in the new world - possibly to a body of someone who died recently.
No death
Last updated 2003-09-03
Maybe nobody ever dies.
If the game doesn't have any life-threatening hazards for the characters, nobody dies.
The meaning of the life
Last updated 2003-09-03
In the section about
respawning monsters,
I touched this subject.
This is relevant with the type of the game.
What is the goal of the life of the character in the game?
What do they do for living, what do they wish?
I think there are two generic classes.
- Personal strength
- Social gains
The main point of playing in a MUD is that you interact with players.
Both these systems have interaction with other players,
but what differs is the motive of this interaction.
Personal strength
Last updated 2003-09-03
A question of the
meaning of the life.
Shortly:
- You play for the benefit of yourself.
- Nobody cares about you, unless you're a threat to them.
You (your character) gain strength by whatever you do.
For example, you kill monsters and get stronger. You kill stronger monsters,
and gain even more strength.
What do you do when you're the strongest in the world?
What use does the strength have, other than feeding itself?
You do interact with other players, but you do that only because it helps
yourself.
Some monsters are impossible to kill alone, so you must group together.
If you're a fighter, you need healers because otherwise you
die.
If you're a healer, you need fighters because otherwise you never get to practice your skills.
You dislike the
social gains system, because it helps the
weak stay weak and makes the game generally boring.
As a sidenote, in my personal opinion this system
follows slightly a satanic view.
Social gains
Last updated 2003-09-03
A question of the
meaning of the life.
Shortly:
- You play for the benefit of people around you.
- Everyone cares about you, unless you're lazy.
[To be written]
You dislike the
strength-based system,
because it makes the world a harsh place and lacks an useful goal.
As a sidenote, in my personal opinion this system follows a christian view.
Graphics

Would a MUD in a graphical world like those SNES RPG games be a
working idea at all?
Background music
A really great way to enhance the experience of certain
events and places is to add a background music.
It of course requires a good composer.
This also only applies to roleplaying centered MUDs, as in other type
of MUDs people don't have self-discipline to listen repeated music.
People want to listen whatever they want.
Grouped with
graphics this could be a certain memorizable moodmaker.
Talking with NPCs
Meaningless actions? Then say so, re: NPC
When the people (npcs) are walking around in circles and
having nothing to do, they should really say so.
- "What are you doing?"
- "I'm looking at this pond."
- "Why?"
- "Next I'll go looking at that bush over there."
- "Why?"
- "And then I come back here and look at this pond."
- "Why? Are you that much bored?"
- "Sort of."
Artificial languages for NPCs
Last updated 2007-06-13
I recently read about
Toki Pona
(sorry, no Wikipedia link; they deleted the article suddenly after several years)
and it brought a Star Tropics -style primitive island people
to my mind.
If your RPG contains such people, you could try to
simulate their life and use Toki Pona as their native language.
As a very simple language, it seems perfectly suited for that.
You could add a translation layer to English, but they would still think in Toki Pona.
You could even make possible to communicate with them using Toki Pona...
Or not.
I've also considered constructing an entirely musical language.
(Yes, I know about Solresol. I'm aiming for more dimensions.)
Not everyone is happy to talk
Last updated 2003-11-26
In adventure RPG games you usually can talk with everyone
and have them say a few words.
Break the tradition: Do it like the Finns do! If you
are going to just chat with someone with no plan, expect
the following responses:
- *gasp* What do you want? eek! molester!
- What is it?
- *thinks* is he drunk?
So your character would always need a reason for chatting.
"Do you like <something>?" - "Why? What kind of interview is this?"
"What are you doing?" - "It's none of your business!"
"Hello, how d-" - "*steps quickly a meter backward* Stay away from me and my children!"
"Can you share a thought with me?" - "*loudly* Now that's a strange question. *nearby people start looking suspiciously*"
Who talks first?
Last updated 2007-06-25
In most RPG games, when you want to talk with NPCs, you simply
"trigger" their speech without actually having to talk. So in most
cases, it looks like the NPC talks first. However, real life does
not work like that.
So how to change that?
- When you want to talk to NPCs, you would possibly need to first select your own words from a list of statements.
- When your character has got nothing, she could think "I can't think of anything to talk about" and turn away, refusing to talk.
- Characters could instinctively avoid eye contact. If you spend long time ackwardly close to an NPC, or you look at it for a long time, it would get equally embarrassed and possibly turn away, or initiate discussion themselves.
Avoid common bad design
Last updated 2004-07-21
There is an
interesting story
at somethingafwul.com.
Here are some things that should be done:
- Even distribution: put impossibly hard monsters appearing even from the very beginning of the game! Of course, there must be a way of surely not run to them.
- Monsters should be carrying stuff that they possibly have someway got. Especially applies to money.
- No distinction between NPCs and PCs.
Thus, also NPCs would need to battle monsters - not only when it suits the plot ("save me save me"), but in exactly the same ways as players. Monsters should battle each others too.
- No safe place - if you're hunted by a grand villain, you can't go resting in a motel - the villain could find you and kill you while you're sleeping.
Reverse experience
Last updated 2003-12-01
Almost all RPGs have this: By battling you gain more
experience; you become stronger, and fight bigger fights.
How about if it all were the opposite?
Fighting exhausts you.
Gradually you wear out and become weaker.
Fight one type of monsters, become a specialist with them.
Fight other type of monsters, slowly forget everything about
the previous type.
If the characters do too much the same thing, they become
overstressed and lazy, which degrades their performance.
They should have more things to do. While they concentrate
on one hobby, they forget something about other hobby, but
they relearn quickly enough, provided that they had
enough rest.
Realistic shops
Last updated 2004-02-16
In RPG games, shops always have an infinite supply of items,
unless it's part of plot that they're out of supply.
Well, this is simple to solve. Make them uninfinite.
But what's more radical - put a "best before" stamp to each item.
Usually, if you find a potion, or even, say, steak, from a chest
someone friendlily has left into the wilderness, you can carry
the item with you and eat it 5 years later when you finally get
hungry. And it's as tasty as ever.
Start from the shops. Add a lifetime meter to each item.
Make sure the shopkeeper replenishes the stock often enough.
Some games apply a "condition" meter to weapons and shield:
if you battle a lot, your item becomes battered. But even if
you don't use the item, it should age and become more
suspectible for accidental breakage.
While you're on that, add "warranty". If your helmet breaks
in the middle of the battle, exposing your head for the angry
ogre to bash, you can demand compensation from the shopkeeper
if your helmet still had warranty time left.