The "Hard" Problems

This is a list of the most difficult problems we need to solve, and some links that may provide some part of the solution.

  • The Passage of Time - How to model time and still keep things interesting. (possibly solved)
  • Distance and Movement - How to model distance without huge gaps of boring travel time (possibly solved)
  • Link Death - What to do when someone disconnects or logs out
  • Permanent Death - What to do when a player-character dies
  • Artificial Intelligence - How to make computer-controlled characters interesting, believable, and active contributors to the Story.
  • Organic Creation - How to create Cultures, Kingdoms? and Guilds with stories without taking thousands of years to grow them organically (possibly solved)
  • Playability - Will FaerieMUD be worth playing?
  • Communication of Goals - Will players understand what is expected of them in FaerieMUD?
  • Faith in Imagination - Will players be able to believe in their own imaginations?
  • I Doan Wanna - Will players be turned off by the fact that they have limited control over their characters?
  • Sins of the Empire - Will the kind of cultural organizations envisioned for FaerieMUD be actually realizable in a virtual world?
  • The Elder Game - What do players do when they "run out of content"?
  • Process - How is possible to have organization and process in a group of volumnteers widely distributed around the world?

Scotus - 27 Oct 2003
GedTheGreysHain - 13 Mar 2002