Hmm, lots of posts since I last checked...
Quote: Can you group with NPCs? You can't in WoW. Or at least, you can't follow them, you get a message "you can't follow that unit".
As Xtian said, grouping with NPC henchmen in games is not only possible, it actually happens. I'm not sure we should be taking WoW as the reference point for all aspects of the design. This is the danger in developing such a protocol with a relatively small audience: it's easy to omit things that other games are doing.
SMAUG doesn't really have GUIDs although it does have the pointer addresses, which would work at least as unique during the lifetime of the objects in question. But presumably, if a server wants to make use of session-unique numbers, they will be willing to cooperate enough to add these numbers.
Quote: I'm not sure what you would do, in a simple display (eg. room contents) that would require multiple flags (eg. is water, can be carried, and can be drunk). This sounds more like the level of detail you might want if you examine something.
Well, you could color things if they're water, and sort them by whether you can pick them up or not; perhaps your presentation layer will entirely separate decorative objects from objects that can be manipulated. Etc.
Basically there's no reason for the inherent "type" to be water and for moveable to be a separate property. If 'water' is the type, what are fountains? What about type 'furniture'? Now fountains are either water or furniture?
This is part of what I was getting at with the complexity of ontologizing this stuff. I get nervous about fixing concepts too rigidly like enforcing types, and would prefer a more free-form list of properties simply because it's extraordinarily difficult for us to capture all existing uses, let alone predict future uses.
Quote: Being able to glance at the screen, and take in the basic information about who you are with, their status, if you are fighting or not, and if so, how the battle is going, gives the whole thing a sort of fun immediacy which gets you involved in it.
Yes, I completely agree. Having information like this is very valuable and helps bridge the gap between purely textual and graphical games. This is partly why I'm eager to try to get it more right this time around than previous attempts made by other people.
Xtian said: When the server sends data for a health-bar and it is automatically displayed in the way Nick programmed his generic plugin to do it, then the server is effectively assigning the client to present it in that way.
This is a point worth considering, although I don't see why there couldn't be several "skins" distributed out of the box to change how things are displayed. And remember that MUDs will have to speak this protocol for anything to actually happen, so they could provide their own data for the client to display.
I think it would be wonderful for MUDs to provide a stylesheet of sorts, for example. This way the MUD could choose colors, maybe even graphical elements, for some kind of coherent theme. It would also let the MUD choose if HP should be displayed as a horizontal or vertical bar, for instance, without changing the actual data being sent -- and without removing the freedom for the player to change things if they feel like it. |