Minigames in MUSHes
-
@somasatori There’s an easy solution, though. Just code a way for observant staffers to slap clue-farmers upside the head through the internet.
-
@Pavel Or maybe a self limiting factor, like clues know how long since the last clue and will stay in hiding until it’s time again.
-
@Pavel said in Minigames in MUSHes:
@Tez said in Minigames in MUSHes:
Video games give you sight, sound, real designed elements that work together to create a satisfying feedback loops that makes the grind provide the dopamine.
They even occasionally hire psychologists to work out the best ways to do this so they can take a lot of your money.
I am not sure the sight and sound stuff are the relevant bits. It’s just ordinary operant conditioning, and a simple trick to ‘teach’ at that, you don’t have to back-chain or anything. Still probably the kid who teaches the puppy training class at PetCo is better at it than most shrinks.
It’s very relevant to MU-running, what with how frequently good-player behavior is unrewarded and troublesome behavior gets reinforced.
Here, this will help: https://search.worldcat.org/title/Don't-shoot-the-dog-:-the-art-of-teaching-and-training/oclc/1085215000
-
So there’s a bit of game theory involved in the mystery thing, I think. Just using the prereq system, you could either set it to be very open, like no prereqs (or very minimal), let everyone on the grid join in, OR you could be like “I’m only allowing Changeling cops who are summer courtiers with Occult 3 and Mantle 1” and maybe get the two or three people that have access to that. If the character doesn’t meet the prereqs for the clue, they will never see it.
Going super restrictive kinda defeats the purpose IMO, but here’s my stupid idealism getting in my way, I guess. The PyReach project uses the same grid layout system that the Reach did, hence the name. So as a for instance you might have an area code of DT for “Downtown,” then each room in that district will have an incremental room number. So DT01, DT02, DT03, etc. My vision of this was that someone could post on the BBS to the effect of: “I have hidden a clue in the rooms between DT01-DT05, I’ll take on the first five people who find this clue into the following mystery, which is linked to my plot, blah blah blah.”
I’ve been having this thought of how we might make MUSHing through storylines easier for people who are working and have very busy lives and the thought of West Marches-style play came up (and coincidentally I had a conversation immediately after that about the same topic). So, you could have these kind of forum-ish style of play with people dropping into and out of plots based on their interaction with different clues and secrets throughout the plotline, with various GMs running different elements.
-
@somasatori I’m guessing this is basically a lockstring variant you’re using for filtering out the accessibility of these hints/mysteries/clues?
-
@dvoraen said in Minigames in MUSHes:
@somasatori I’m guessing this is basically a lockstring variant you’re using for filtering out the accessibility of these hints/mysteries/clues?
Yeah, that’s basically it! It’s a lockstring that uses the ‘stats’ attribute on the character, then does a string match for value names (which are absolute, like skill, merit, words like ‘template’ and so on) and then attempts to apply either another string match (for templates, merits, lodges, blah blah), or establishes the least value like if you listed mantle:1 as a lock, but the person has mantle:2 (or whatever).
-
@somasatori Pardon my code ignorance, but it feels like you could use a variation of this to have plot attributes - i.e. someone signs up for Plot 13: The Square Bullet Hole Murders, gets an attribute like square_bullet, and could be eligible to find any of the clues for that plot…but it also might open up things like a plot command that auto-mails everyone who has signed up for that plot, or that lets GMs easily pull up how many people are involved in a given plot (or even plots as a whole, and how many people are involved in, like, 4 plots, if they want to do some quick analysis of how interest/involvement is distributed across the playerbase).
I’m not saying you want to, or that’s even the point, but it’s something that intrigues me, as a way to have a decent understanding of activity levels beyond log-in numbers, and maybe recognize if there are people who might appreciate being drawn in.
-
@Pyrephox that’s not a bad idea! I think doing something like that but on the opposite direction. The clue is linked to a database entry for the mystery which has a list of all the mystery attributes like difficulty, number of clues, any descriptive text, etc. it wouldn’t be hard (I say, currently at the clinic and nowhere near my personal computer to actually investigate this) to add in storage for the character object ID.
-
I am all for mini games. It’s part of why I lean more towards RPI than MUSHes.
-
@Muse said in Minigames in MUSHes:
@Pavel Or maybe a self limiting factor, like clues know how long since the last clue and will stay in hiding until it’s time again.
Just let me have my slap-upside-head tool okay.
-
@Pavel said in Minigames in MUSHes:
@Muse said in Minigames in MUSHes:
@Pavel Or maybe a self limiting factor, like clues know how long since the last clue and will stay in hiding until it’s time again.
Just let me have my slap-upside-head tool okay.
Fiiiiiine, but only because I’m a sucker for a sad face.