From: William <ser...@ro...> - 2001-02-10 23:28:12
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Maybe WF could add Elements of SimCity into the game to incorporate the different types of Natural Catastrophies. There is already a premade Linux Version of that popular Game under the GNU license. http://www.floot.demon.co.uk/lincity.html It would be interesting to incorporate parts of that code to create a more adaptive world. Coreolyn Elginor wrote: > ----- Original Message ----- > From: "Bryce Harrington" <br...@ne...> > To: <ge...@ma...> > Sent: Saturday, February 10, 2001 3:45 AM > Subject: Re: [WF-General] Belchfire - infusing stories to the game? > > > On Fri, 9 Feb 2001, Tess Snider wrote: > > > Just to throw some popcorn on the fire, there's a very interesting > quote > > > by John Fowles (the author of _The French Lieutenant's Woman_) > which > > > Ernest Adams quoted in one of his lectures a few years ago: > > > > > > "...we wish to create worlds as real as, but other than, the world > > > that is. Or was. This is why we cannot plan. We know a world > > > is an organism, not a machine. We also know that a genuinely > > > created world must be independent of its creator; a planned world > > > (a world that fully reveals its planning) is a dead world. It is > > > only when our characters and events begin to disobey us that they > > > begin to live." > > > > > > I think this is a good quote, however it isn't precisely perfect. > MUD's > > are good at putting things full over to the independence-from-author > > measure. In a sense, they are (or at least, *can* be) author-less. > > What we want is something that walks the thin balance line between > > author-driven-control and player-driven-independence, giving much to > > each and taking none from either. > > > > As I've come to view it, world creation is the art of programing > chaos. The digitizing of nature. A gripe that I've always had about > all RPG's is how little attention and detail is paid to floods, > earthquakes, plauges etc. Nature provides a programatical chaos that > controls and keeps the human race in check throughout history. This > has not gotten attention in the standard RPG's due to the difficulty > for DM's to manually manage the massive amounts of data that such > catastrophie's represent so monsters and armies became the check and > balance and driving force to survival (the true meaning of expirience > points/levels). Giving expirience for combating/adapting to nature > never gains expirience, therefore all problem sovlving revolves around > killing instead of survival, and the drive for the player to add to > the world is diminished and given over to the 'death-sqaud' players. > > > > > And yet it is our burden, as caretakers of a world to have a > context, > > > a story, and a thrust to the progress of time. Consistantly, this > is > > > touted as one of the things that people want from MMORPGs -- and > > > aren't getting enough of. > > > > Well then dammit, let's give it to them! :-) It is what I want > too. > > > I can't tell you how great it is to hear/read that there are people > that have similiar interests :) > > > Integrating stories and games seems to be extremely hard. > > But I like challenges! And I know y'all do too. So we can achieve > this. > > > > > One of the things that we have to understand, as game > administrators, is > > > that we are not the only ones telling a story. Every single > person in the > > > game is, to a degree, telling a story as well. A game's story is > like a > > > patchwork quilt so large that you can't see from one end of it to > the > > > other. Any given player can only see those patches that are close > to the > > > one's he's sewing. > > > > *Nod* This is something I've been mulling about for a LONG time. > > Many people are there ONLY to enjoy the story, but we mustn't rule > out > > those who are there (or who wouldn't mind to be there) to CREATE > > stories. How do we leverage their wishes within the larger quilt? > > > > Reccomendation. at http://groups.yahoo.com/group/FRDMing (Have to > create a stupid yahoo account to access). There is a water-cooler > group of middle age Game Masters that have been running large scale > manual AD&D campaign worlds for decades. Some of them work for Wizards > of the Coast. I've occassionally lurked there for a couple of years. > They often discuss in detail the dynamic effects of different > approaches to infusing story with games. Technologically they are > only up to a play by email approach. Going through there mailing list > archive could well prove to be a valuable resource in groking 'story > infusion'. I wouldn't suggest directly contacting them as I think > they see computer games as a threat to their 'art'. Eventually though > I think these types of people are the perfect administrators of > worldforge worlds. (Therefore installation/maintenance has to be > brain-dead easy before they'd have any interest.) > > > > Some players are served better by petri dish GMing than others. > > > Explorer-types and self starters tend to throw themselves right > into the > > > world, and start investigating, researching, poking, prodding, and > > > questioning. D00dz immediately start hunting for the fastest path > to phat > > > lewt. Other folks, though, might stand around and go, "Uh, so > what's > > > next?" > > > > Right! I guess that is something I've been pondering myself... We > can > > see that some players like the plain ole hack and slash approaches, > but > > many of us want something a bit more... > > > > I don't see why a player who just wants to build and maintain a home > and garden in a virtual world shouldn't be able to recieve enough > satisfaction/expirience/Vcash to want to be a part of a virtual world. > (Meanwhile the connection sucks the clients CPU to help drive the > nature engine -- heheh ooops wrong mailing list.;) If his home was > threatened by attack you'd have a gamer with a cause to support > armies, government, etc. Just the kind of stuff the chaotic gamers > long to attack and subvert. > > > > That's why, occasionally, you have to throw an asteroid in their > laps. > > > Read: events. These are things like tourneys, state marriages, > invasions, > > > missing persons, wars, holidays, stock market crashes, political > > > scandals, and other disasters. > > I've written (along time ago in Access 2.0 VB) some time ago that kept > track of localized calendars(clocks)/weather/events/seasons and moon > cycles (after all moon cycles are at the root of most of the > aforementioned events). The CPU and IO requirements just to manage > this aspect of the application was overwhelming. Things have > technologically advanced light years since then but even with today's > technology the impact to the overal performance would still loom as a > major factor. > > (I will stop jumping in to all these conversations eventually just > haven't had the opportunity to d/l my brain on this stuff before.:) > > _______________________________________________ > General mailing list > Ge...@ma... > https://mail.worldforge.org/lists/listinfo/general _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________ General mailing list Ge...@ma... https://mail.worldforge.org/lists/listinfo/general |