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cyocum (7706)

cyocum
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http://cyocum.blogspot.com/

An American post-graduate student living in Scotland.

Journal of cyocum (7706)

Tuesday July 24, 2007
03:58 AM

MMORPGS, Programming, and Magic

[ #33870 ]

A thought came to me the other day. I am not an expert on MMORPGs or their development or design but I thought it would be very cool if instead of level griding for more magic or getting little icons to cast spells, you made magic a scripting language within the environment.

When a player starts the game, you give them no information about how to do magic. They must be interested enough about the hints of magic to quest for it. Even when they do quest for it, you only give them a bit of information at a time in highly obscure language.

As I said, I am not a designer of these kinds of things but it would be much more interesting than level grinding. I am not sure how you would fit it into a consistent style but it is an intriguing idea.

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  • How would you edit spells? A text editor window?

    Immediately, people would post the "best" spells for anyone to use. Once things aren't controllable as an in-game resource, they will be copied without limit.
    --
    rjbs
    • As I said, I know nothing about MMORPG design but I am sure there are ways of restricting usage (i.e. by class or some such) but I can see your point. I would have thought that people after questing for hidden knowledge would only give it up after getting paid (i.e. adding a script to an object or some such) or getting something in return for the service of the spell. But again, I see your point.

    • No, not a text editor that parses a grammar; I’m thinking something like lambda calculus written using playful graphical symbols [worrydream.com], but with symbols for particular function calls or something like that.

      With this in place the game could require you to read certain “books” before you gain “knowledge” of particular “runes”. It could also do this is stages, eg. you can use only two runes of that particular type in all of your programs after reading one book; you need to

      • This is extremely interesting as it allows user defined variation and facilitates sandbox style play ("spells that do cool things that I wrote") while at the same time making sure that players do not abuse the idea. Brilliant.

  • ... the entire "spellbook" for the game will be available from a wiki/fan site in 2 weeks.

    At which point, every newbie and bot will be able to nuke the entire game within 5 minutes of joining :)