On 31-Aug-2002 Mark Wedel wrote: > Steven Lembark wrote: >> >> One way to handle people building things where maps to >> is to invoke eminent domain: community projects displace >> deeded ones. > Perhaps. But I think the biggest issue is player makes house, and then > new > maps are added to CVS that are on the place the house is. As Crossfire becomes aimed at a more and more immersive experience and diverts away from Moria, it is encroaching in an area where people have already gone. I've spoken to some of you about this already, but really, Crossfire is becoming a graphical MUSH. MUSHes are text-based role-playing games. They grew out of the old Unix MUD (multi-user-dungeon). The MUD was the text-based equivalent to Moria. Like playing Moria with the interface from Zork. MUSHes grew from this, took the MUD system and changed the paradigm from hack and slash to a more immersive role-playing experience. The MUSH servers became object based. Rooms, players, etc, are all objects in the database. The interesting thing about MUSHes, is that they are constructed in-situ. People install the MUSH server and then dig all the rooms and create all the objects they need for their environment. And once the MUSH opens, construction never stops. What I am hearing (and what I have been encouraging myself) is a move towards more in-situ creation of Crossfire maps and objects. A move to letting the players expand and grow the place. Why do this? Because life is dynamic, and if we want an immersive experience on Crossfire, it should be dynamic too. The MUSH servers support scripting heavily, and players on them can create objects and script them to perform incredibly complex tasks. I've toyed with merging in the code from Pennmush to Crossfire as a plugin simply because of how useful this is. In the end it would be too much work, but I think we can learn a LOT from history and progression of MUSHes. Because this is Crossfire, we are all looking at ways of bulding areas that are automated. Scrolls that do this or that, altars, etc. And this is good, it would add a new element to the game. Building houses is neat. People are right now talking about using this ability to build new quests in-situ. This is great! But with the methods that are being discussed, you'll never be able to take advantage of the real power of crossfire maps. Why? Because most of the interesting things that happen on maps are not in-character constructs. They are behind-the-scenes mechanisms that make things happen. Let's do this, but let's add a new class of player to Crossfire. There would be nothing special about a builder. It would be like a DM, just someone who gets access to new building commands. Let them @dig a new map, @create objects, @set variables, and add scripting code. Anyone who has used a MUSH will recognize those commands. MUSHes have already gone down the road we're walking. Gone from the hack and slash MUDs to the more immersize environment. Let's learn from their example. Once this is done, if a person wants a new house, he ICly (in-character-ly) approaches someone with the authority to offer a house and arranges it. They arrange a price and then someone who is an OOC (out-of-character) builder does the work. Trying to make IC objects that do everything will never give as good a result, because half of what goes into the good maps are not IC constructs. And, as things go, less and less of the map making will involve IC constructs, as scripting becomes more and more the rule rather than the exception. There are a million details to discuss about this. Who has the authority, how is that coded, how can we prevent builder A from altering builder B's stuff, and so forth. These are all details that MUSHes have solved. I'd encourage the development team to look seriously at the MUSH paradigm... download a mush server (www.pennmush.org) look at what they do and how, and then let's see how we can make Crossfire into the same immersive environment. One where the Crossfire maps are only the starting point for the individual server, and where the players and builders grow it from there. The neat thing about this, is that if we then want to make automated systems where people can make houses, then we can. Once the support is in the game for digging maps and better support for creating objects, setting variables, writing scripts, and so forth, then it will be trivial to make systems to create scrolls that do subsets of this sort of thing automagically. But, we'll also have the ability to set up people with @zone authority over a city or region, and let them build houses or dungeons, administer quests, and make the game more fluid. Kurt.