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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /pipermail/nel/2001-June/000441.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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diff --git a/pipermail/nel/2001-June/000441.html b/pipermail/nel/2001-June/000441.html new file mode 100644 index 00000000..a7a4b9ff --- /dev/null +++ b/pipermail/nel/2001-June/000441.html @@ -0,0 +1,82 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Congratulations + concerns</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:ymorvan%40ens-lyon.fr"> + <LINK REL="Previous" HREF="000431.html"> + <LINK REL="Next" HREF="000432.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Congratulations + concerns</H1> + <B>Yann Morvan</B> + <A HREF="mailto:ymorvan%40ens-lyon.fr" + TITLE="[Nel] Congratulations + concerns">ymorvan@ens-lyon.fr</A><BR> + <I>Sat, 30 Jun 2001 19:57:00 +0200 (MET DST)</I> + <P><UL> + <LI> Previous message: <A HREF="000431.html">[Nel] Re:More news from the nevrax teams...</A></li> + <LI> Next message: <A HREF="000432.html">[Nel] .shape file format change</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#441">[ date ]</a> + <a href="thread.html#441">[ thread ]</a> + <a href="subject.html#441">[ subject ]</a> + <a href="author.html#441">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>Hullo, +I've been following the development of NEL for +some time, I haven't been contributing due to lack +of spare time, but I wanted to congratulate the +Nel team for their idea and work. + +However, I have one major concern with the licence mecanism. +Indeed, your idea is that what the people will pay for in +games based upon Nel is content and not code. Saying this, you +implicitly state that content and code are completely distinct things. +It is true for the most part (graphics, sounds, AI scripts, background, +plots etc), +but I can't convince myself that it applies to the rules of the game, +for I can't help to think that for efficiency matters they should be +hardcoded in the different services. (The reason being that because of +their level of abstraction, using a scripting mechanism would be terribly +painful and would require a design of the services architecture allowing +for total flexibility). + +I played Ultima Online for 3 years, I read the rantings of lum the mad +daily, I read the dev boards of currently in development MMORPGs, I'm +aware of the specificities of the "big three" and all this leads +me to the conclusion that the rules (i.e. economy system, combat system, +advancement system etc) are a part of the content at least as important +as the rest regarding a game's interest (I wouldn't be willing to +create a MMORPG if I wasn't utterly frustrated by the current trends +in those games). + +Therefore, while I totaly agree that any improvment +or further development of Nel's features should be shared, I'd +like you to reassure me about the protection of one's rule system +in your design philosophy. + +Sorry for this long mail and for reviving this probably old and well +debated issue :) + + Yann + + +</pre> + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000431.html">[Nel] Re:More news from the nevrax teams...</A></li> + <LI> Next message: <A HREF="000432.html">[Nel] .shape file format change</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#441">[ date ]</a> + <a href="thread.html#441">[ thread ]</a> + <a href="subject.html#441">[ subject ]</a> + <a href="author.html#441">[ author ]</a> + </LI> + </UL> +</body></html> |