[MUD-Dev] Virtual Chemistry

Jon A. Lambert jlsysinc at ix.netcom.com
Sat Aug 2 15:38:15 CEST 1997


> From: Brandon Van Every <vanevery at blarg.net>
> Subject: [MUD-Dev]  Virtual Chemistry
> 
> > From: Jon A. Lambert <jlsysinc at ix.netcom.com>
> > 
> > Solve all the equations for all axis and one would be a master alchemist
> > and know all the laws of the alchemy.
> 
> But what is this going to "buy" a player?  

Nothing, if you are looking for direct effects.  In fact placing the
rules of the system just out of reach of your average player can
provide a world of mystery.  I would expect that one who solves these 
equations, in the absence of being able to express it in mudmath *grin*, 
to be basing their conclusions on a good deal of intuition and a
truly talented puzzle solver.

My master alchemist case should be as unreachable as the philosopher's
stone.  The user interface should effectively make expression of these
"equations" pretty nigh improbable.

Implementing a language of alchemistry, where one can attempt to express
these concepts *non-mathmatically* could form an interesting challenge.
Mutability of these equations based on locationality of mana, deistic
influence and other factors would make it predictably uncertain.

> I've got news for you.  If you
> go get a job in 3d computer graphics, you can spend a fair amount of time
> doing math and get paid real $$$$ for it.  

This is stunning news. :)

> > > 
> > > This sounds rather complicated to me. Isn't there a way to do this
> > > without math?
> 
> It would be nice if the INTERFACE to the system didn't require a knowledge
> of math.  i.e. that one could easily and empirically deduce properties of
> the system - heuristics if you will - without having to have a background
> even in algebra. 

Truly.  I would certainly not express it mathematically to the player.
One should certainly translate the expression into observable effects
rather than raw numbers.  The goal here is (I think) to create an underlying 
simulation engine that is reasonably complex enough that will produce
repeatable results but not necessarily predictive enough to become boring.

We move between implemention issues and interface issues a lot on this 
list.  It's hard to keep up. :)

> Exploration of the system then becomes a pleasant romp in
> the countryside, rather than a tedious exercise in head-banging.  

Ditto.  The head-banging is done in the implemention, which is one
side of the coin we have been discussing.



JL



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