September 2002
- A "dev chat" with Brad McQuaid Vincent Archer
- Article on Griefers Rayzam
- Article on Griefers Stephen Miller
- Article on Griefers Michael R. Estepp
- Serialization, dealing with changing classes. Neil Edwards
- Serialization, dealing with changing classes. Sean Kelly
- Serialization, dealing with changing classes. Ammon Lauritzen
- Serialization, dealing with changing classes. Brian Lindahl
- TECH: Serialization, dealing with changing classes. Mark Kochanowski
- Ballerium: Interesting Game John Arras
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game John Robert Arras
- Ballerium: Interesting Game Crosbie Fitch
- Ballerium: Interesting Game shren
- Ballerium: Interesting Game Peter Tyson
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Vincent Archer
- Ballerium: Interesting Game Mark Cheverton
- Ballerium: Interesting Game huserl@yahoo.com
- Ballerium: Interesting Game Adam
- Ballerium: Interesting Game Valerio Santinelli
- Ballerium: Interesting Game Jon A. Lambert
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Dave Rickey
- Much Respect to JessicaM Matt Mihaly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM apollyon
- Much Respect to JessicaM Daniel.Harman@barclayscapital.com
- Much Respect to JessicaM Sean Kelly
- Much Respect to JessicaM Michael Tresca
- Much Respect to JessicaM Paul Schwanz
- Much Respect to JessicaM Richard A. Bartle
- PK/PD (was Much Respect to JessicaM) justice@softhome.net
- MudDev - FAQ 1 Marian Griffith
- MudDev - FAQ 2 Marian Griffith
- [decentralization] Reputation device (fwd) J C Lawrence
- [decentralization] Reputation device (fwd) Daniel.Harman@barclayscapital.com
- [decentralization] Reputation device (fwd) Crosbie Fitch
- ANNOUNCE: Open Betas Daniel.Harman@barclayscapital.com
- ANNOUNCE: Open Betas Vincent Archer
- ANNOUNCE: Open Betas Richard Aihoshi aka Jonric
- ANNOUNCE: Open Betas Mordengaard
- ANNOUNCE: Open Betas Mordengaard
- Charlie Munger on the Psychology of Human Misjudgment J C Lawrence
- Charlie Munger on the Psychology of Human Misjudgment [summary of points] Sasha Hart
- Point of View Ted L. Chen
- Point of View Shane P. Lee
- Point of View Damion Schubert
- Point of View justice@softhome.net
- Point of View Shane P. Lee
- Point of View listsub@wickedgrey.com
- Point of View justice@softhome.net
- Point of View John Robert Arras
On Sun, 22 Sep 2002 listsub@wickedgrey.com wrote:
> I think part of the problem with MMOG "quests" is that most feel
> they must fit into the classical quest mold. Find the Mystical
> Widget of Foo. Kill the Great Beast of Bar. Rescue Some Person
> from the clutches of Someone Else.
> I say scrap that. Part of the problem with using the literature
> model of quests is that having only one outcome is not only
> acceptable, it is _required_ by the medium (unless you count
> choose-your-own-adventures, but IMHO that breaks the "literature"
> qualification ;).
Good. Very good. It isn't about "the story". There is no
"story". The "story" is generated by the world and the players. If
you're trying to tell "your story" then you're not letting your game
and world be all that they can be. The players will figure out that
they're being herded toward doing what the creator wants.
> Give players a world that presents situations and knobs to
> twiddle. If there are a fair number of PCs in a remote mountain
> mining village, attack the village. Don't have someone run and
> shout "The goblins are coming! The goblins are coming! You, as a
> Hero, must save us!" Just do it and let the PCs do whatever they
> want. If they run, they run. When they hear later the fate of
> the village, they will either mourn the town, be glad they didn't
> get caught in the trap, wish they had stayed and helped, think it
> didn't matter because the town is fine, whatever. If they stay
> they either become a hero, a slave or a corpse. If the humans
> lose, then metal prices nearby go up from loss of the mine.
Ok, good.
(This is going to be a storytelling vs. simulation rant. Sorry.)
> It doesn't even have to be simulated -
But it should be. You can do so much more then. Instead of attacking
when players are there, set up populations and have them attack
whenever they feel like it. Maybe players are there, maybe they
aren't. Maybe they do something, maybe they don't. If they aren't
there, then they could find out through news or rumors of some kind
that propogate throughout the world. If you set up general
"population" code, then you have to do it once, and never have to
think about it again. And, if you improve the code, then you get
improvements across the board.
When you're using a computer, you don't have to do everything by
hand every time you want to do something. You can think about what
you're trying to do in a more general and abstract sense and then
solve the general problem. Then you can reuse that solution over and
over without having to do more work. If there's something
interesting that you want the players to experience, why not
abstract the experience so that the players can encounter it in as
many ways as possible without you having to do more work each time.
If you can think of how to simulate it, then you can solve the
general problem, and then when you need have orcs attacking elves
someplace else, you don't have to redo all of the scripts and so
that they work with the other groups of creatures.
I think that game makers should strive to use their computer as a
computer as much as possible, and only use it as a typewriter where
they haven't figured out how to use it as a computer.
An analogy I like to use is the following: If you've taken calculus,
then you may remember those epsilon-delta proofs that you used to
show that functions were continuous. You probably showed that x was
continuous at 3, and x^2 was continuous at 7 and it was a lot of
detailed work every time you did something. Now let's suppose that
you want to show that 342.33*(x^323245)-64345*(x^4)+3 is continuous
at 10^6546. How would you do it? You could grind through the details
using the techniques you used on x and x^2, but you'll soon get
bogged down in pages of detailed calculations where you're likely to
do something wrong.
Another way you can do it is to prove that every polynomial with
real coefficients is continuous at every point of the real line. If
you do that, then you have abstracted the problem and you then have
a single solution that can be used over and over without requiring
more work on your part every time you want to show that some
polynomial is continuous at a certain point. That's the way you want
to think when using computers.
The computer<------->typewriter range is a continuum, and I feel
that it's important to strive toward the computer end of the
range. IMO This is how to move forward. Not by making ever more
detailed worlds where everything is STILL created by hand one piece
at a time, but by figuring out what you want to do, then doing it in
as much generality as possible. After that, you let the computer do
the dirty work.
I know that this subject has been discussed to death on this list,
but if anyone's looking for outside sources, I would recommend
reading a book that's been mentioned before: Hamlet on the Holodeck:
the Future of Narrative in Cyberspace by Janet Murray, and also
looking at Chris Crawford's Erasmatron pages:
http://www.robotwisdom.com/ai/crawford.html
> That's the kind of game I want to play(make).
Me too. :)
John
- Point of View Ted L. Chen
- Point of View Ted L. Chen
- Commercialization of virtual spaces Koster, Raph
- Commercialization of virtual spaces Jessica Mulligan
- Commercialization of virtual spaces Derek Licciardi
- Commercialization of virtual spaces Mike Shaver
- Commercialization of virtual spaces Justin Stocks
- Commercialization of virtual spaces Russ Whiteman
- Commercialization of virtual spaces Justin Stocks
- Flexible Perl MUD-like Server Project Luke Parrish
- Flexible Perl MUD-like Server Project stanza
- Flexible Perl MUD-like Server Project Joshua Judson Rosen
- Flexible Perl MUD-like Server Project Lars Duening
- MMOG growth Matt Mihaly
- MMOG growth Koster, Raph
- MMOG growth Daniel James
- UO Advanced Character Service Christopher Allen
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service eric
- UO Advanced Character Service Jessica Mulligan
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service Amanda Walker
- UO Advanced Character Service Matt Mihaly
- UO Advanced Character Service amanda@alfar.com
- UO Advanced Character Service Marc Bowden
- UO Advanced Character Service Ted L. Chen
- UO Advanced Character Service Freeman, Jeff
- UO Advanced Character Service Damion Schubert
- Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Jessica Mulligan
- MUD-Dev Storytelling in MMOGs article Valerio Santinelli
- MUD-Dev Storytelling in MMOGs article Paul Boyle
- MUD-Dev Storytelling in MMOGs article Koster, Raph
- MUD-Dev Storytelling in MMOGs article Ted L. Chen
- MUD-Dev Storytelling in MMOGs article Poe, Lawrence
- MUD-Dev Storytelling in MMOGs article Dave Rickey
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article SpY
- MUD-Dev Storytelling in MMOGs article Derek Licciardi
- MUD-Dev Storytelling in MMOGs article Freeman, Jeff
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article holding99@mindspring.com
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Marc DM
- MUD-Dev Storytelling in MMOGs article Sean Kelly
- MUD-Dev Storytelling in MMOGs article Mathieu Castelli
- MUD-Dev Storytelling in MMOGs article Matt Mihaly
- MUD-Dev Storytelling in MMOGs article Matt Owen
- MUD-Dev Storytelling in MMOGs article Damion Schubert
- Game developers gear up for cyber wars Michael Tresca
- Online Games Resource Guide Valerio Santinelli
- Critique this combat system Britt Green
- Critique this combat system Paul Schwanz
- Critique this combat system Edward Glowacki
- Critique this combat system hart.s@attbi.com
- [TECH] new linux thread library coming for libc Bruce Mitchener
- Zhe4 shi4 shen2me zhan4? Richard A. Bartle
- Grouping in MMP Games Dave Rickey
- Grouping in MMP Games Clay
- Grouping in MMP Games Amanda Walker
- Grouping in MMP Games Alex Kay
- Player Created Content - The Holy Grail? Matthew Dobervich
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Sulka Haro
- Player Created Content - The Holy Grail? Matt Mihaly
- Player Created Content - The Holy Grail? Michael Tresca
- Emoticons: When was the "big bang?" Randolf Richardson
- Emoticons: When was the "big bang?" Darren Henderson
- Emoticons: When was the "big bang?" Elia Morling
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Matt Mihaly
- Massive Online Gaming magazine Dave Rickey
- Massive Online Gaming magazine Matthew Dobervich
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine Mark Cheverton
- Massive Online Gaming magazine Zach Collins {Siege}
- Massive Online Gaming magazine Dr. Cat
- Massive Online Gaming magazine shren
- Massive Online Gaming magazine Peter Tyson
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) John Robert Arras
- Understanding Simulation (was: Point of View) Derek Licciardi
- Understanding Simulation (was: Point of View) Matthew Dobervich
- Understanding Simulation (was: Point of View) Daniel.Harman@barclayscapital.com
- Understanding Simulation (was: Point of View) Travis Nixon
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) Sasha Hart
- Understanding Simulation (was: Point of View) Ted L. Chen
- Understanding Simulation (was: Point of View) hart.s@attbi.com
- Understanding Simulation (was: Point of View) Kwon J. Ekstrom
- MUD-Dev Storytelling in MMOGs article Clay
- Diamond Age (ex story telling in MMORPG) Mathieu Castelli
- visualization toosl for text mud builders... (aka automapper) fred@clift.org
- Understanding Simulation hart.s@attbi.com
- Understanding Simulation Damion Schubert
- Understanding Simulation Michael R. Estepp
- Understanding Simulation Ron Gabbard
- Understanding Simulation shren
- Understanding Simulation Sasha Hart
- Understanding Simulation shren
- Understanding Simulation Peter Harkins
- Understanding Simulation shren
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Shane P. Lee
- Future of MMOGs Eric Lee {GAMES}
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Mike Shaver
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Joe Andrieu
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Jeremy Noetzelman
- Future of MMOGs Sean Kelly
- Future of MMOGs Dave Trump
- Future of MMOGs Matt Mihaly
- future of MMOGs Adam
- Future of MMOGs Brack, J. Allen
- Future of MMOGs Matt Mihaly
- Future of MMOGs Matt Chatterley
- Future of MMOGs Daniel.Harman@barclayscapital.com
- Future of MMOGs Damion Schubert
- Future of MMOGs Derek Licciardi
- Future of MMOGs Jon A. Lambert
- Future of MMOGs Valerio Santinelli
- Future of MMOGs Travis Cannell
- Future of MMOGs Dr. Cat
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Koster, Raph
- Future of MMOGs Crosbie Fitch
- Future of MMOGs Adam
- Future of MMOGs Amanda Walker