Quote: Most muds are room-based, with no real concept of space, so if they were converted to a fully graphical game I doubt it would be something like Unreal or Quake - but you could create something more like The Secret of Monkey Island, for example, where each room was a scenic image of a particular location, and you could interact with it via mouse clicks.
This is possible in some abstract sense, but surely such a thing would not be automatically generated from a textual description.
In fact, I posit the following: a textual description of scenes from Monkey Island would contain many fewer details than the actual picture, if anything because a picture can contain small artistic details whereas a paragraph is likely to remain relatively short. Text is also likely to leave out positional information of objects in the scene, unless it is actually relevant. For instance,
"There is a table with four chairs around it."
Is the table four-sided, round? Are the chairs around it evenly, or two on one side and two on the other, etc.?
You can take liberties and just decide one way or the other, assuming that you've already solved the problem of parsing all the semantics of the textual description.
I guess I just don't really see the point of talking of converting text to graphics because, if you want graphics, you should just use graphics in the first place, not go through all these very, very difficult contortions that involve unsolved academic research problems. (!!)
Quote: Even in a roomless game like mine, I'd rather have an overhead or isometric display than a 3D one. Something like the old Ultima games, perhaps, or maybe even something more like Diablo.
I'm assuming that by 3D you mean first-person, not three-dimensional rendering (you can still have an isometric perspective over a 3D scene, and allow rotation etc.).
Quote: plus it would be hard work coming up with all those icons.
I think that that right there -- beyond the condition sine quae non of clients not being able to render pictures in the first place -- is why you don't see a lot of MUDs with icons and so forth.
Quote: But all of these are client-side concerns - obviously the mud needs to provide the necessary data, but that's not a huge task, and (on its own) is not enough to make the mud graphical.
Well, sure, it's a client-side concern. Sort of. The data the MUD sends will be different depending on whether it's going to a "dumb" client or one that knows how to render graphically. When you added your maps to your game with a MUSHclient plugin, you changed the data your server was sending. So it's not wholly client-side. I realize you say later than the MUD controls what is sent, but the point is that you will send different things depending on what you expect clients to do with it. If you only expect to deal with "dumb" terminals, you won't send anything like out-of-band data. For the data to be used in a way that's out of your control, you still need to be sending it in the first place. And interestingly enough, you weren't sending it until you had graphics in mind...
Quote: That's why I prefer not to define something as being a "mud" based on whether or not it's graphical.
Well on that we agree. I find the distinction to be rather artificial at best. If anything, it makes sense only on the client-side, although even there I care relatively little for the label one chooses to use. |