April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
On Sun, Apr 04, 1999 at 10:00:12AM -0600, a little birdie told me
that Chris Gray remarked
>
> How does someone with the given language skill read the output? Do they
> simply get the untranslated version, and others get the translated version?
> Does this work for written material too? (It could - you would just have
> to have a language flag on all text, and do the translation on final
> output to the player, so that a player could carry around a Dwarvish
> book, and finally read it after learning the skill.)
This sort of thing has crossed my mind before. One of the more
interesting facets that comes to mind (that I've never seen properly
explored, even if it is possible) is how to deal with partial skill. Of
course, having X% of the language be 'readable' randomly is easy, if a
bit unrealistic. But a more 'real' way would be better, not to mention
more fun.
Consider how you learn language; generally, you learn more common words
first. Ignoring practical constraints on storage, you could keep track
of how many times a character has 'seen' this word in a language he is
growing in proficiency in. On the basis of that, you can determine a
sort of cutoff point at which he 'understands' that word, and thus can
translate it. If you wanted to go even further overboard, you could keep
track (somewhow) of context as well, track grammar, etc.
One rather useful application of this in game design is to let players
choose which 'language' they use to communicate at a point in time; so
you could be in a room with 2 friends, each of which speaks a language
the other doesn't, and communicate semi-privately with one or the other.
Of course, you never know when one might sneakily learn (though never let
on by speaking) the others' and be eavesdropping on you...
---
Matthew Fuller | fullermd@over-yonder.net
Unix Systems Administrator | fullermd@futuresouth.com
Specializing in FreeBSD | http://www.over-yonder.net/
"If it doesn't work the first time, bring more ammo the second" - In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
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- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
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- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
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- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
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- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
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- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
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- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
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- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
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- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
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- Virtual machine design Jon A. Lambert
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- Censorship, Virtual v Artificial Worlds, Python Dan
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- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly