[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...



More information about the mud-dev2-archive mailing list