[MUD-Dev] Cognitively Interesting Combat (was Better Combat)
David Kennerly
kennerly at finegamedesign.com
Tue Aug 17 08:05:01 CEST 2004
Adam Martin wrote:
> cruise wrote:
>> Is learning cognitively interesting? It is arguable that chess is
>> interesting because each game you learn and improve (against
>> suitably skilled opponents, anyway). The first few levels of an
>> RPG can be interesting, because you're learning how the fighting
>> works (assuming it's sufficiently different from other systems to
>> require "learning"). Boredom sets in once the 100% successful
>> tactic is discovered and learning ceases.
> For some information on making things fun, search the archives for
> my posts on using evolutionary programming scenarios as a model
> for games that are fun.
> (terms "genetic programming", "AI" and "fun" ought to hit them).
> If you want to make combat fun, the processes I outlined ought to
> give you a good starting point.
I was wondering: What could have Adam possibly written here that
includes the term "genetic programming"?
http://www.kanga.nu/archives/MUD-Dev-L/2003Q3/msg00246.php
I glanced at it and recalled our ensuing discussion. Have we come
full circle? :)
David
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