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Re: [MUD-Dev] Hard Sci-fi muds was Character evolution
I think it was Wednesday when Shawn Halpenny <malachai#iname,com> wrote:
>Brian Price wrote:
>> One approach that may make Choice B practical, would be to create a
>> number of building blocks composed of human designed areas together
>> with a set of rules as to where they could be used and how they
>> could be assembled given the set of 'facts' (design parameters) for
>> the section being generated. After the set of ...
>
>As a builder this would drive me nuts--I can only use this area
>building block _here_ to do _this_--not to mention this has to be
>controlled and managed somehow. Since you're going to be generating
>sections anyway, why not assemble a pile of generic descriptions and
>some logic for hooking them together and leave it up to your
>algorithm to show them when necessary? Then you can devote your
>energy to creating the lavishly detailed real rooms in a few ...
This is a very critical issue for me, perhaps it needs a name like
"Builder's Quandry". If all of your world descriptions are going to
be auto-generated by some mysteriously engineered design logic then
what is there for a builder to do? IMNSHO, there are two problems
with Builder's Quandry.
1) While I believe in the beauty of a well-turned phrase
(or long_desc), there is a whole other dimension
of building that has little to do with lavishly detailed rooms.
This is a problem of Architecture: designing facades is creative
and fun and stimulating, but there is a lot of other not-so-
creative stuff that also has to get done.
2) At a certain magnitude of scale it becomes improbable for
any person or team to be able to hand design every detail of
a world. Consider graphical muds, or 3D worlds, where the
number of possible viewpoints and interactions are explosively
large. What are the chances that someone will come along
and actually read/see your hand created area? If they do
stumble upon it (a very unlikely thing), will they recognize
it as handmade? And is that a good thing?
I think I will stop here before I start giving my "This is the
future of design..." sermon.
- Brandon Rickman - ashes#zennet,com -
While I have never previously found a need for a .sig, this
may be considered one for the purposes of this list
- Thread context:
- Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution, (continued)
- Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution,
Brian Price blprice#bedford,net, Tue 02 Sep 1997, 00:15 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brian Price blprice#bedford,net, Tue 02 Sep 1997, 22:30 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brian Price blprice#bedford,net, Tue 02 Sep 1997, 22:36 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brian Price blprice#bedford,net, Tue 02 Sep 1997, 23:20 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brandon J. Rickman ashes#pc4,zennet.com, Mon 08 Sep 1997, 06:54 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 09 Sep 1997, 06:01 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brandon J. Rickman ashes#pc4,zennet.com, Tue 16 Sep 1997, 09:40 GMT
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