[MUD-Dev] Continuous versus Discrete Functions
Dave Rickey
daver at mythicentertainment.com
Fri Dec 21 10:24:22 CET 2001
-----Original Message-----
From: John Buehler <johnbue at email.msn.com>
> Dave Rickey writes:
>> From: John Buehler <johnbue at msn.com>
>>> This pattern is fairly common and I'm stumped as to why the
>>> discrete function (apparently implemented as tables or cascading
>>> conditionals) is the function of choice for system designers.
>>> My time on flight simulators showed me the power of continuous
>>> functions - especially when multiple continuous functions are
>>> contributing to the outcome of any activity.
>> Two reasons:
>> 1) Players seem to hate discontinuous feedback from the system.
>> To them, something either works, or it does not. This tends to
>> reflect itself as extreme criticism of any portion of the game
>> system that provides a spectrum of outputs.
> So you're stating that, in your experience, my expectations are in
> the distinct minority? That players prefer on/off and
> success/fail behaviors?
Not quite, I'm saying that most of them interpret almost everything
as a success/fail, and given a broad spectrum of partial successes
treat only the top fraction as "success"
--Dave
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