[MUD-Dev2] [DESIGN] Interactive fiction equation
cruise
cruise at casual-tempest.net
Thu Jan 11 11:05:29 CET 2007
Thus spake Mike Rozak...
> I've gone all theoretical again. You might find this writeup interesting if (a) you're into theory, and (b) you're interested in the tradeoff between story and choice. It mostly ignores the effects of other players though.
>
> http://www.mxac.com.au/drt/InteractiveFictionEquation.htm
Hmmm, interesting - there's a couple of new things to think about for
me; I like the idea of the constant per choice, and the natural
distinction that implies between "hard-core" gamers and casual players.
Generally, however, how do you see this being used? With so many of the
terms being subjective, and varying per player, I can't see it being
used in any formal way, which is what I'd expect to be able to do with
an equation...
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