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A New Way of Looking at MU*s
Perception and Sensory Input
The humble 'look' command has existed since the first interactive
fiction games, and is still used in almost every MU*, regardless of
type. Despite this seemingly overwhelming popularity, the term arose
from an unfortunate and mistaken emphasis of the visual sense over all
others. It is mistaken because the other senses are vitally important
in almost every aspect of life, from eating and verbal communication
to holding on to objects and judging position. 'Look', being such
a general command, - looking at a room gives a description of the
room, plus usually some indication of its contents - is deceiving in
its specific reference to one sense. In many games, both MU*s and the
more traditional interactive fiction, this one command is enough, and
it is well known to represent all the senses.
However, where a more complicated system for sensing database objects
is used (such as the system presented later in this article), a clash
of terminology is inevitable.
The system that I propose for sensing the world of the MU* is designed
with the ability to cope with large amounts of specific detail,
without losing ease of use. It uses two levels of commands, the simple
"look" command, and the more detailed "sensory" commands.
Look can be applied to any object (this includes rooms,
characters and exits/directions), and gives information equivalent to
looking at, smelling and listening (those senses which work without
physical contact with the object sensed) to the object from a short
distance away. In the case of rooms, the remaining senses could also
be added, given that the medium around the character might well have
texture/feel and taste (such as the floor and the atmosphere). The
information given is not very detailed.
Detailed information is gained through the second level of commands.
These five commands each apply to a single sense, and are the
equivalent of a close scrutiny of the object using the specified
sense, without any input from the remaining senses. For example, when
touching an object, only tactile information is given. The information
presented is ideally as detailed as is possible to discern.
There is one problem involved with the restriction placed on the
sensory commands that they include no information relating to the
other senses, and it relates to object position. If an object is
resting on a surface, it is not possible to sense that part of the
object in contact with the surface (except under limited conditions).
Therefore, unless the game is sophisticated enough to know which parts
of a description to withhold due to obscurity, there are two possible
solutions - the first is to assume that the character can sense the
entirety of the object regardless of its position, or to assume that
the character picks up the object when engaging any of the sensory
commands. The first option is simple but inaccurate, while the second
removes a little of the purpose behind the sensory commands.
Scheme:
Overall "sense" command
Gives object, room, or exit description
Exits being `open' to the next room
All senses
Of a general nature
Equivalent to "looking" around a room, or "spotting" an object in
a room, or "looking" in a direction
Specific sensory commands
Detailed inspection of object or room feature
Uses only the single sense specified
Jamieson Norrish (jamie@akeake.its.vuw.ac.nz)