Article View: rec.games.programmer
Article #1338Re: player interaction in multiplayer games
From: KIENENBERGER MIKE L
Date: Sat, 03 Oct 1992 09:31
Date: Sat, 03 Oct 1992 09:31
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6314 bytes
mike = fxmlk@acad3.alaska.edu (Mike Kienenberger) dan = starr-daniel@CS.YALE.EDU (Daniel Starr) wayne = wayne@eng.umd.edu (Wayne C. McCullough) chris = cnc@balboa.eng.uci.edu (Christopher Christensen) mike> Consider Player A and Player B. [A has invested significant time mike> in developing his character. B has a considerably stronger character. mike> B picks a fight with A, and B wins and kills A. Scenario is unfair mike> to A.] mike> There will almost always be characters stronger that yours. However, mike> I'd rather not just rely on altruism or protected modes. These are mike> the two extremes. Surely there must be some middle ground. dan> "The truth always works." dan> We don't want strong players to beat up on weak players. It's bad, dan> evil, and nasty.... so, why not have the game treat it as bad, evil dan> and nasty? dan> Assume there is some readily calculated measure (level, median skill dan> value, whatever) of how powerful a player is. Then build in... dan> THE LAW OF HONOR: dan> "Neither power nor bravery has meaning without honor. He who strikes dan> down those weaker than himself without cause gives offense to his very dan> self, and is reduced in stature, even unto the measure that his victim dan> was beneath himself." [dan expands on his excellent ideas.] YES! This was the sort of idea I needed! It allows some freedom, but also is balanced enough to make the game playable. You've hit the proverbial nail on the head! wayne> 1) Whenever a new player joins the game, he/she has the option wayne> of giving his/her services to a 'lord'. [wayne further describes player/lord relationships in 2) - 4).] I had already planned to do similar things (higher level characters provide quests for lower level characters, ie, your #2 point), but I had not thought to go this far. I like this idea, though! wayne> This could result in some very interesting politics in the game, and wayne> would discourage habitual killing of pc's. Which of course are two desireable qualities! chris> How about a magic ring or something which characters can buy which chris> will teleport them to a safe area (a temple or something) if they chris> become critically wounded... Hmm. not too bad of an idea. Worth further consideration. chris> As for bullies beating up on new characters: chris> A. There should be a safe area (probably where they begin the game) chris> where violence is not permitted. (a temple or something) chris> (just like in lpmud) Good idea. Enforced with REALLY TOUGH cops. Of course, for realism, there's nothing stopping a player from utterly destroying a city if he has the ability. I always hated it when the towns just regenerated. Omega was the first game I saw where you could inflict major and permanent damage on a city. chris> B. The player being bullied could give a "hue and cry".. basically chris> shout for the cops.. so as long as the player is near chris> civilization. he can count on being pretty safe as long as the chris> guards are about. Good idea. chris> C. Player-player conflict should be discouraged by the sysadmin(s) chris> (whoever is in charge of the thing) (just like in lpmud) I'm trying to design this game so that no sysadmin/DM type person is needed. So far I've not had the need. mike> [Any ideas on how to deal with turn-based time in a multiplayer game, mike> yet still allow characters to interact and be able to form teams?] wayne> If you have a turn based system, make it so that you can only do n wayne> turns in x amout of time. this will limit the fast typing syndrome. wayne> then allow communication to be done as fast as the char can type, wayne> this will alow for real-time comunication. The main problem I see for turn-based multiplayer games is that players don't operate in the same time system. One player can just stop playing until a second player comes to help him out. An idea I've been considering is keeping track of the basic time difference between players. If the difference becomes too great, the game forces you to go on without the other player, or makes you wait in real life until the other player catches up. Obviously a lot of thought needs to go into this idea. mike> [Any ideas on how] to deal with a player quitting or becoming mike> disconnected? wayne> Require the char to move to an 'adventurers guild' if they want wayne> to save their equipment, otherwise they leave it all behind, and wayne> reapear naked in the guild next time they come in. Otherwise people wayne> will disconect to get out of bad situations. I never want to penalize people for disconnecting since it is a common network occurrance which most of us can't control. However, I don't want to allow them to get away with murder either. Here's my latest idea: let them save or disconnect at any time, but save the immediate surroundings and circumstances. Force them to play the same surroundings until it is "resolved" when they start back up. Then make up some zany explaination to account for the fact that the game now puts them into a coma in the game until they catch up to current game time. The "coma" can be anything so long as it advances game time (staying in an inn, real coma, statis spell, etc) ============================================================================= -Mike Kienenberger FXMLK@ALASKA (BITNet) Academic Computing FXMLK@acad3.alaska.edu (Internet) University of Alaska-Fairbanks "I'm a computer programmer....<link><link><kludge><kludge> say-no-more!"
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!spool.mu.edu!sol.ctr.columbia.edu!usc!rpi!usenet.coe.montana.edu!news.u.washington.edu!raven.alaska.edu!acad3.alaska.edu!fxmlk From: fxmlk@acad3.alaska.edu (KIENENBERGER MIKE L) Subject: Re: player interaction in multiplayer games Message-ID: <3OCT199201312642@acad3.alaska.edu> News-Software: VAX/VMS VNEWS 1.41.UAC Sender: news@raven.alaska.edu (USENET News System) Nntp-Posting-Host: acad3.alaska.edu Organization: University of Alaska - Fairbanks Date: Sat, 3 Oct 1992 09:31:00 GMT Lines: 122