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Phantasmal Site > Innsmouth MUD > Articles
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 Probably outdated by now.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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