...Bringing the best of MUDs and online text gaming to your browser...


Forum

You must be logged in to post


Register? | Lost Your Password?

Search Forums:


 






Wildcard Usage:
*    matches any number of characters
%    matches exactly one character

World Design discussion

UserPost

4:35 am
April 4, 2009


Gotrek

Australia

Member

posts 50

1

On most forums that deal with MUD administration you mostly only get discussion in regards to the code related side of things. I'm no coder myself; I'm quite happy to limit myself to bug fixing when called uponTongue out; so I am interested in finding out how people approach world design on their MUD, their goals & methods for building the game world or a portion of it (as is the case with the average builder.)

10:02 pm
December 19, 2009


jaunt

Chicago

New Member

posts 3

2

World Design is such a vast and complicated topic. We could be talking about setting, about politics, about economy, about crafting, about factions of power, about travel features, communications, magic, resources, professions; we could be talking about anything. I think that, for any designer, you have to be able to ask yourself this question: If I had the ability to program AI for my NPCs that would allow them to run the world on their own, without any PC interaction, have I developed the gameworld with enough depth that watching the cause-and-effect of the AIs' choices and actions would be realistic? What this question really means is, would your players be able to immerse themselves in a world where their actions affect the rest of the world on multiple levels, where their production is the engine that makes the game tick, where even if there were no administrators to load objects or run events they would still be completely able to participate in a realistically simulated world?

That last phrase is key: realistically simulated world. That can mean a lot of different things for different games. Godwars2, for instance, is not designed to have a player-responsible economy. That's because the focus of that game is on combat and PVP, and the economy is dealt with in a more abstract way. So before you can begin to create your vast, indepth gameworld, your first step is always branding. What kind of game are you creating, specifically? What kinds of players do you hope to attract? How much attention should go into room-design, mob AI, and economy to suit those needs?

Poor branding has been the death of many great ideas, and some of those great ideas have been MUDs.

Atonement RPI: The Next Generation in Storytelling RPG – http://www.atonementrpi.com

11:32 pm
January 1, 2010


Mabonfolde

New Member

posts 3

3

I address world design for MUDs the same as I do when writing any fiction. Unless you are creating something that is set in modern day where everyone has a frame of reference for how things work, you have to start at the most basic stage of defining the reality of your world. Is the planet earth-like, do basic physics work the same way, etc. From there move on to the evolution of cultures. There's no need to define every single element if you plan on confining your MUD to a small geographic area but at the very minimum you need to determine a mythos, your cultures, your setting, and how it all impacts your intended play area.

A lot of new MUDs have a basic idea of what they want to do, i.e. "Generic Fantasy", "Sci-Fi", "Egyption", "Based on the whatever period…" and then fizzle out because the people putting it together are overwhelmed by the task before them. Making a new MUD is a time-consuming and tedious process, even when you love your project. The most important part of world design, IMHO, is simply dedicating yourself to breaking ground and getting to work. I can think of several projects of the years that have never opened, and in some cases never truly started, because the people behind them became too focused on perfection. The reality of it is that once you start working on a new world, if it is a good world, it takes on a life of its own and grows and branches in ways that seem natural to what it is becoming. It will change, mutate, and evolve. This is especially true with MUDs, which is why most long-established MUDs continue to grow decades after they first opened for play.

The most important thing to remember, again, my opinion, is to keep your world fun for your future players.

7:43 pm
January 2, 2010


Lyanic

Member

posts 23

4

I'd just like to add that two of the most important, and oft overlooked, aspects to building a world are consistency and nuance. The issue of consistency is simple (and at the same time, not so simple): make sure all the writing is the same style, important words/phrases are always written the same way, members of the same race have the same general behavior/speech, etc. This issue becomes exponentially more difficult as the number of builders increases (and personally, it's why I choose to build my own world entirely by myself). In the case of multiple builders, it would probably be best to have one person whose sole duty is to go back over everyone else's work and edit for consistency.

As for nuance – inconsistency works quite well. This might sound odd given the prior emphasis on consistency, but having certain intentional inconsistencies can make a world seem more interesting and more alive. For instance, maybe the writing style is different in a hidden village that is cut off from the rest of the world to make it seem more whimsical and mysterious. Maybe an important word/phrase is not capitalized normally or is misspelled by an NPC talking, or on a sign in town, to denote lack of intelligence in or disrespect from the speaker/writer. Or perhaps, one member of a race that normally barks and speaks with a lisp will instead squeak and speak without impediment. These are just some basic examples of the infinitely many nuances that a designer can add to a world.

I think it would be fun to hear from other world designers on specific nuances they've added to make their game worlds more interesting. Post!

8:28 pm
January 3, 2010


Molly

4dimensions.org 6000

Member

posts 17

5

I'd like to pick up on two key phrases: Consistency and Realistically simulated world.

To me consistency is the hallmark of quality in a Mud . It goes all the way from the general theme of the mud, through the theme and plot of each zone, down to the smallest details in the game. In 4D, having a Time Travel theme, there are 4 different worlds, each with its own theme, based on the Time Period. A newcomer in 4D, seeing an experienced player dressed in the best gear from all 4 Dimensions, may scoff at the statement that we strive for consistency. But a fact is, that you won't find anything in one Dimension that doesn't belong to that particular time period – except for the players, who go everywhere, and a few intentional anachronisms, caused by these adventurers. As a consequence, Time Travellers have become part of the local landscape, and the locals scoff at their funny equipment and strange ways, calling them Time Tourists and generally scorning them – except when they want help with something of course.

As for consistency within the zones; everything in that zone should be  true to the theme, and every good zone should have a theme – and a plot. Then it's up to the Builder to see to it that the rooms, mobs, objects and scripts all work together to forward that plot. Ideally you should be able to strike up conversations with just about every mob in the zone, as long as it has any connection with the main plot. And the main plot usually leads the player into some sort of quest, easy or hard, depending on the level of the zone. I am not saying that this is the way it works in all our zones – some of the older ones are definitely not up to our current standards. But it's a goal you should always strive for.

Finally, the details: You should be able to look at everything – (something that I really hate is when you get the message 'You don't see that here'). Sometimes you should also be able to look behind, above or under objects, to find more information, usually quest related. I like it when the rooms are linked in a logical way, so that if you backstep, you get back to the room that you just left.  Usually even my mazes are mappable on a grid, if you can figure out the places where the rooms are intentionally linked in circles to confuse you. And the most important rule when linking in circles is to never ever do it so that the player can see himself a few rooms away. That to me is a sign of bad building.

If a zone is built in several levels, like a castle or a tower, the different levels should corresspond – i.e. the stairs shouild be found in the same corner on each level, there should only be windows in the outer walls, and so on. And if the castle has one of those medieval toilets, which hangs out over the moat with a hole in the floor, the moat water under that oriel should be really muddy, stinking and disgusting. Consistency, even in the details.

As for Realistically simulated world, I'd like to swap that for a Playable world, which follows some set logical rules. After all, most Muds deal with magic, which is not overly realistic to modern day man, but magic has its own set of rules that should be followed. Some players dislike eating and drinking, since they see the hunger and thirst messages as just an irritating spam. I wouldn't take it quite that far, in fact I think that food and drink could be made an integrated part of the gameplay, where you get seriously weakened if you neglect it, and where the right choice of food could affect your abilities in a positive way. But I have never yet seen a mud that requires you to go to the toilet, that's where most of us world designers draw the line.

So yes, it's nice if the seasons change, and fruit and berries can only be picked in the right season. It's nice if the mobs go to work in the morning, have a drink in the pub on their way home to dinner, and go to sleep in their own bedroom. It's nice if animals mate and have younglings that eventually mature, breed and die in turn, and if there are predators to keep their numbers in check. It's nice if you can harvest the corn and bake your own bread, or cut down trees and sell the lumber. It would be nice if the Boss mob that you just killed would stay dead, and not just spring to life again next time the zone repops. It would even be nice if players could set fire to houses and forests and burn everything to a crisp.

But nice features like that must never interfere with playability. If some creatures at the top of the food chain are allowed to multiply freely, it will eventually lead to mob pile-ups that will spam you right off the screen, or in the worst case might crash the mud. And if the important mob that you just killed stays permanently dead, or if the forest or village fire leaves a permanent empty and scorched area – that to me is a total waste of Builder work and bandwidth. In general I'd say that if a feature doesn't add to the playability in some way, then it's not really worth the effort to implement it, because there are so many interesting things that you could potentially do, that you have to make priorities.

In 4D we actually have it easier than most games with the 'logical rules'. Since it's a Time Travel Mud, there is even a 'realistic' explanation to why you are resurrected when you die – you are just brought back to the time before you were killed by the Travel Agency, (for a slight fee of course). As long as you are on a quest in one of the Dimensions, the locals will remember your name and your deeds, and treat you according to your actions. But when you've finished, and later return to the place that you perhaps left in ashes and shambles, you return to a time before that happened, where the villagers haven't even heard your name yet.

Other Muds have different ways of treating similar situations. And as long as it is consistent with the logical rules of that game, I have no problem with it.

It's what makes an open-ended game playable.

Molly O'Hara of 4 Dimensions

3:39 am
May 4, 2010


Gilmore606

New Member

posts 2

6

Definitely agree with everything Molly said.  I think something important about "world design" is the idea of creating a sandbox — lots of small elements to your world that interact with each other, to let the players experiment and feel like the world actually responds to them in interesting ways.  Got trees?  Why not make them climbable?  Now that you're up in a tree, maybe you can break off a piece of foliage.  Or jump out of the tree (and possibly hurt yourself).  Maybe trees generate sap in the winter (your MUD does have winter, right?) which can be collected.  Etc.  This is the #1 overriding principle we've followed on HellMOO for the past 6 years and it's paid off really well.

It doesn't do a lot of good to spend a ton of text defining exactly what your political factions are and the aspects of your different regions, if all they are in _the reality of the MUD_ is a bunch of rooms with flowery descriptions.  Make things pokeable and make them poke back.



About the MudGamers Forum

Most Users Ever Online: 16

Currently Online:
3 Guests

Currently Browsing this Topic:
1 Guest

Forum Stats:

Groups: 3
Forums: 10
Topics: 251
Posts: 669

Membership:

There are 622 Members

There is 1 Admin

Top Posters:

Brody – 93
Fire – 53
Gotrek – 50
KaVir – 25
Lyanic – 23
Vladaar – 18

Recent New Members: hawgpadre, Iceblade, mud_gamer, barbeekorross, yola_nation, dogma

Administrators: Orrin (139 Posts)