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From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Subject: Re: Multiple actors (was Re: FAQ)
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In-Reply-To: jao@teer10.acpub.duke.edu's message of 20 Jan 93 18:32:54 GMT
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Date: Thu, 21 Jan 1993 06:13:18 GMT
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In article <8848@news.duke.edu> jao@teer10.acpub.duke.edu (JOSEPH
OSWALD) writes:

   I think a far more interesting idea would be having puzzles that
   require cooperation and communication. Using a Zork-like example,
   needing help with ropes to scale a cliff to get to a ledge with a
   "prize." And that prize, a magic chest, might need the character
   with a certain past history or ability to open it. And so forth.

   Of course, I don't know much about the MUD thing, beyond
   "multi-user dungeon." Has anyone written a MUD or multiple-actor IF
   piece that goes for this sort of cooperation? Is it the usual
   approach?

In most "competitive" (as opposed to social) MU*s, cooperation is not
stressed, and puzzles typically take the form of individual "quests".
I think this could reasonably said to be the standard approach, since
MU*s must cater for those players who log on when no one else is
around.

Having said that, it is entirely possible and easy to design puzzles
in MU*s which require multiple characters to solve/complete. Most MU*s
that I have seen, unfortunately, only promote cooperation as a means
of survival against hordes of mindless numbers (otherwise known as
NPCs :-), rather than in puzzle situations. That is not to say that IF
fans must discard the MU* approach entirely; I myself am working on
a very interactive MUCK, which might enventually provide a medium for
player cooperation in puzzles (although I admit I am biased more to
the roleplaying side of it, rather than puzzle-solving).

Does this help at all?

Jamie
