Many things on games take a lot of work, but most of the time they still
remain softcoded because doing them as hardcode to satisfy a minority of
games is a waste of the developers' efforts. (Please note I am not speaking
on behalf of any of those developers, just pointing what I perceive as the
general reasoning for why some things are softcoded and some things are
built in to the source.) Would this be a waste of time? That'd be up to the
developers themselves, though I imagine they wouldn't make up their minds
until they see a real demand for this kind of addition. As far as this being
something in demand, this is the first time I've heard of it in 14 years of
oRPGs, so...
>> There's at least two games out there
>> (one on Rhost and one on Penn) that I'm aware of that have done it.
>
> Ansatz wrote:
> The fact that only two games have done it is proof that it is
> exceptionally hard to do. You've got to admit that this would be a
> very elaborate and twisted softcoding operation that requires
> replacing most of the built-in features of the game with softcoded
> equivalents.
I don't think it's fair to label this as a proof. The fact that only two
games have the code could also be proof that not very many game owners want
to deal with the compexity of having multiple OOC player objects
(identities) tied to a single IC being. It's hard enough for some to fathom
tracking multiple ALTS let alone multiple identities as separate coded
player objects.
It could also be a proof that most games expect their players to maintain a
"fourth wall" between IC and OOC. After all, when you're at a tabletop
session, you don't ask your friend Ralph to sit at the table and pretend to
be Clark Kent while you're in another chair pretending to be Superman. You
rely on the GM to yell at Bubba if he uses OOC knowledge of Superman's true
identity in an IC manner--just as you would expect the Wizards on a MU* to
do the same.
I know it's tempting to code everything, but sometimes its best to draw a
line. You're going to have to trust the other players to treat IC as IC and
OOC and OOC. And what stops Bubba from simply blabbing to others: Hey,
Superman(#124) is also Clark Kent(#150) and making the code useless anyway?
If this is something very important to a particular game and its staff,
they'll find a way to accomplish it for themselves (hopefully with a minimum
of kludge).
>
> Ansatz wrote:
> Do you know how they did it?
I don't offhand but I also don't know how they did Keran's weather and time
code, since I've never taken the time and effort to break it down. (Note: I
don't use it, I'm just using it as an example.) However, I know it's
possible because it exists. Once upon a time, I didn't know how they did the
brandymailer, or the bulletin boards... All are complicated systems that an
experienced coder can figure out how to do given time and knowledge. The
trick is learning how to do it through your own effort and experimentation,
which is the responsibility of the individual coder or game staffs, and not
of the tinymux list or the developers of MUX's source code.
-----
To sum up: Sorry if this reply comes off as rude, but the general tone of
Ansatz's second note to the list seems a little bit demanding in and of
itself. It's all just my humble opinion.
> The fact that only two games have done it is proof that it is
> exceptionally hard to do. You've got to admit that this would be a
> very elaborate and twisted softcoding operation that requires
> replacing most of the built-in features of the game with softcoded
> equivalents.
>
> Do you know how they did it?
>
>
Its not that painfully hard once you figure out what needs to be done:
Track alts somehow so you can connect logins with PCs and let people
flip (and has security so they can't pick an alt that isn't their own.)
@hook/override look to match and list the IC name and get the right
desc. This is the trickiest thing since look has so many variations (me,
here, dbref, etc).
@hook/override pose/say/semipose/emit/remit -- I used it in conjunction
with Penn's speak() function for IC language support, but it should be
fairly trivial to code manually if all you want to do is change the
speaker's name.
Put odrop, osucc, and succ on the master exit parent to grab the IC name.
Put conformat on the master room parent to list the proper IC name.
Change any softcode references to %N and [name()] to use your IC name
getting function (eg places.)
Get/Drop if appropriate to your MU (same matching issues as look.)
This was actually better, IMO, than trying to hard code it since I have
instances when I want to use use the login name not always grab the IC
name (OOC areas, OOC people, people without IC names set, staff, etc.)
Plus I have a system that'd allow for disguises or morphing (Clark Kent
becomes Superman) which is separate need from alt flipping.
In my case I have d.sheet on the player which references a sheet's
dbref. All IC info is on the sheet object. The IC name function would be
something like: [get(get(%#/d.sheet)/d.name)].
Anyways, maybe a plugin could be made so that people who dont want it,
dont have to download it.
I actually wrote up a idea that almost all MUSHes should simply operate
*two* servers. One OOC, and one IC.
All OOC commands, and player creation, and all sorts of things would be
disabled on the IC server. (Well, page and ooc speech might be allowed,
for communication during RP, but that's it.)
People could connect to the OOC game, get a feel for the game, write
char apps, perhaps even watch some RP via 'camera bots' in public places
on the IC game that pipe to the OOC mush, etc.
When they're ready to RP, they connect over there also. And,
incidentally, games could share OOC servers if they wanted.
This was more for separating out OOC and IC in people's minds than
'flexibility' or 'secrecy', though. My idea being, if there's a 'game
world' with 'game characters', and a 'world to talk about game world'
with 'real people', people would be psychologically tricked into
separating IC and OOC more.
Especially if people were required to have different names on the OOC
game. They'd be a lot more willing to let 'bad things' happen to 'their'
character if they operated more like actors do...where they're *clearly*
on stage or off stage, instead of wearing their costume (name) and
wandering around the set while talking OOC to each other.
There's a whole discussion up on my (Vadiv's) blog on
http://community.pennmush.org/ but for some reason that's down right now.
----- Original Message -----
From: "Ansatz" <ans...@gmail.com>
To: "tinymux" <tin...@googlegroups.com>
Sent: Monday, July 28, 2008 7:13 PM
Subject: [TinyMUX] Re: Managing multiple alts and connections
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