[MUD-Dev] Geometric content generation
Hans-Henrik Staerfeldt
hhs at cbs.dtu.dk
Thu Oct 4 15:34:46 CEST 2001
On Tue, 2 Oct 2001, John Buehler wrote:
> Hans-Henrik Staerfeldt writes:
>> In my opinion, some balance is found if you make most skill
>> combinations equally interresting to play. This way you will not
>> have a shortage of other players with different skill
>> combinations to cooperate with. (who want to be a barge pilot, if
>> you can be a crack-shot fighter ace?).
> Given a maze with one piece of cheese, all the mice will work to
> figure out the most efficient way to it. Given a maze with many
> different pieces of cheese, different mice will value the
> different pieces of cheese for reasons known only to them. The
> infinitely flexible character is intended to let a player
> efficiently pursue as many different pieces of cheese as they care
> to over time, or less-than-efficiently pursue multiple pieces of
> cheese simultaneously.
> Games that provide one form of entertainment will get one response
> from the players. They will consider it as a single stimulus with
> a single response. If players are presented with multiple
> stimuli, they will produce varied responses.
To formulate my concerns in the cheese-analogy;
If you design the maze, so that all the pieces of cheese type A is 5
times bigger that all the pieces of cheese type B, you may give the
players a stimulus that drives them toward a given response (not
wanting to sample cheese B). This may not be a concious nor wanted
design point in the game. Especially if the game is designed to
cater achiever-type players (and a trade/shoot space game certainly
seems to be).
Hans Henrik Stærfeldt | bombman at diku.dk | work: hhs at cbs.dtu.dk |
Address: |___ +45 40383492 __|__ +45 45252425 __|
DTU, Kemitorvet, | Scientific programmer at Center for Biological |
bygn 208, CBS. | Sequence Analysis, Technical University of Denmark|
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