[MUD-Dev] Virtual Chemistry
Jon A. Lambert
jlsysinc at ix.netcom.com
Mon Jul 14 02:55:28 CEST 1997
> From: Adam Wiggins <nightfall at user1.inficad.com>
> Subject: [MUD-Dev] Virtual Chemistry
>
> [JL:]
> > My assumptions were that the results of the combination/assembly were
> > known in advance (created by builders). I see from some of the other
> > posts and yours here that you could in fact create new assemblys on the fly
> > given enough rudimentary (al)chemistry. Perhaps this is a more interesting
> > way to proceed?
>
> IMO this is always the best way to proceed. The result is that your own
> game will be more playable to you. And I'll tell you, there's nothing
> cooler than seeing a player create something with your own system that you
> never expected (code bugs aside). This is where programming becomes an
> artform of its own, in my mind. When you create a book or a movie or some
> other static piece of art, you're never really surprised with the result,
> since you crafted every part of it and the end result is, as I said, static.
> When designing a *system*, however, you can end up with effects completely
> unexpected and yet completely logical and interesting (if the system was
> well designed). And *that's* when you realize it's all worth it...
>
Yes, the Master of Game balance in my left hemisphere sends warning messages
to the right hemisphere. Visions of "The Bitter Butter Battle War" appear
before my eyes. A clever Yook finally develops the Big Bang Boomeroo! Through
an unfortunate accident all the Zooks are destroyed, nuclear winter sets
in on the mud and all bread is buttered butter-side down. I slap
the Master of Game balance silly. This IS a good thing.
JL
-
I am the Dragon of Grindly Grund, but my lunches aren't very much fun,
For I like my damsels medium rare, And they always come out well done.
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