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thoughts after thinking about this for 0s (Score:1)
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
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Re: (Score:1)
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.
Re: (Score:1)
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
Re: (Score:1)
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.