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Articles for Phantasmal and Innsmouth
Developers
I've repeatedly recommended the various Skotos articles. Not only do
I have definite personal favorites, there are also definitely articles
that are more relevant to Innsmouth or just generally more informative
and specific than others. But I haven't been very good about telling
anybody which ones. This page is meant for articles, Skotos and
otherwise, that I consider strongly relevant to Phantasmal's or
Innsmouth's development in one way or another. Or, y'know, I just think
they're cool. Whichever.
Don't take a column's lack of presence on this page as an indictment
-- I haven't listed everything I care about, everything I liked or even
the best stuff that's relevant to Innsmouth. But this gets
something up that I can recommend to people.
From "Trials, Triumphs and Trivialities" by Shannon Appelcline
- Objectionable
Economies, a description of object economies and what you need to
do to make them work. Not yet relevant to Innsmouth, but
eventually...
- Hobgoblins,
Part One which describes global versus local verbs. Particularly
relevent to parser debates on the Phantasmal bboards.
- Hobgoblins,
Part Two on things like inheritance (multiple kinds) and
consistency. Good stuff.
- The Dynamic
Dilemma, Part Two discusses spawning. Note how Phantasmal doesn't
do simple spawn points yet? Read this. Do it.
- What a
StoryBuilder Can Do, a description of the basics of the
Skotos toolkit. Probably outdated by now.
- The Power of
the Medium: Individualized Output is chock-full of stuff that
Phantasmal currently does nothing with, but eventually I'd love
to.
- The Power of
the Medium: Text! tells us yet again that Shannon Appelcline knows
damn well what makes MUDs excellent.
- Building
Blocks: Rooms begins the incredible Building Blocks series. Read
them. Read them all.
- Building
Blocks: Details. This one is extremely relevant as we
sketch out Phantasmal's details, which are currently probably
too much like Skotos'.
- Building
Blocks: Names. Another brilliant article in the series.
- Building
Blocks: Maps has some lovely observations on mapping and
consistency.
- Building
Blocks: Zones is definitely not the best of the bunch, but still
quite valuable.
- Future
Memes, Part Three: Settings and Physics. Shannon throws a lot of
curveballs to get you thinking. This is one I consider particularly
Innsmouth-relevant.
- Building
Blocks: Portables is about a lot more than that. It explains some
of why I've been merging so many types of Phantasmal objects with such
zeal.
- Building
Blocks: Data Inheritance explains data inheritance and why it's
not code inheritance. What I'm planning for Phantasmal has a lot in
common with this, though with some subtleties and differences.
- Building
Blocks Examples: The Hologram Nexus puts all this Building Blocks
stuff into practice. I recommend reading those articles first or it
won't make that much sense.
- The
Elements of Good ScaryTelling, Part One: Haunting Themes My
experience has been that to deal with subtle storytelling in online
games, you quickly start talking about horror games. Even if that's
not what you're building.
From "Notes from the Dawn of Time" by Richard Bartle
- His article
list is on Skotos. Mainly he writes long series of articles, so no
one individual article is as satisfyingly linkable as with Shannon
Appelcline.
- His early stuff, from about 9/20/2001 to 11/28/2001 explains a lot
of why regular inheritance (not data inheritance) is nifty but works
indifferently for MUDs. Worth a read if you're thinking that what we
need is massive inheritance.
- After that, from about 1/2/2002 to 7/3/2002, he analyzes parsing
in fearsome detail.
- And then he works on mobile AI and planning, including having
mobiles figure out what they need and give you quests based on it.
That's as far as he's gotten.
From "MetaStatic " by Sam Witt
- Sam Witt tends to briefly describe his ideas, with which I usually
agree vigorously, but rarely goes into very much extra detail on them.
So again, he doesn't have many articles that I find massively
linkable.
- The
Value of the Random Dungeon describes a basic approach to building
vast expanses. Overall I agree with it. We don't have SAM (or Sam) on
Phantasmal, of course.
- The "Death of a Thousand Cuts" series is more specific, though,
parts One, Two, Three , and
Four .
I'm not sure if I'd take this approach, but I know I respect
this approach to keeping player power manageable and the game running
reasonably. It's the basis of a real object economy, among other
reasons.
From "Storms on Cloud Nine" by Scott Holliday
- Despite the name, Evil and
Wickedness is basically just a guide to creating decently
believable NPCs within current AI constraints.
My stuff!
Since I've now got my own Skotos column, I may as well plug it.
NeoArchaeology is me, and I'll put these up as they go up. Well, either
that or I'll just put them up when I remember to...
- Toys in the
Attic is my first column. It's a quick survey of free MUD
development stuff.
- It's Based on
Actual Math is a run-down of how object descriptions get
big if you write very many.
- Got A License
For That?, got posted to SlashDot (the commentary was thoroughly
inane — did nobody read the article?). It's about license
issues for MUD development, and how they're currently crippling
it.
- Labor-Saving
Devices is a follow-up to 'It's Based on Actual Math', and
describes how you can avoid having to write quite as much prose and
still get good descriptions.
- Real
Innovation is about a whole lot of 'brand new' features that we
don't need to see any more of, and a few we'd like to.
- Procedural
Content Generation is about trade-offs in having the MUD randomly
generate areas for you. Read it if you're thinking about doing a large
algorithmic wilderness.
From Delphine T. Lynx's "Daedalian Musing"
The column isn't applicable to Phantasmal most weeks, but a couple of
the articles are very good and all are at least tolerable.
- His article Boo? is a good
explanation of how to start scaring players in your MUD. I agree with,
oh, about 90% of it.
- Dungeon
Crawling?: Caves is a summary of what makes caves interesting
settings in a MUD. That's neither here nor there. But the same article
has truly excellent unpredictable ways to get players into and
out of MUD settings
Miscellaneous
- Mu's
Unbelievably Long and Disjointed Ramblings About RPG Design hits a
little of everything. Game balance, what you have to do in a fantasy
game to keep idiots happy, everything about medieval and fantasy
objects and their economy, game design wisdom... Pretty much
everything's excellent, but do not, under any circumstances,
skip the Food Basis section. It's probably the best article
anywhere on how medieval geography and agriculture holds
together.
- Uncle
Figgy's Guide to Good Fantasy explores the 'realistic' effects of
magic on a fantasy setting. It talks about various types and levels of
magic, and the social effects that those magics would have on other
professions.
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