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<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</LI>
<LI><em>From</em>: "Brandon J. Rickman" &lt;<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 7 Sep 1997 23:54:53 -0700</LI>
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<PRE>
I think it was Wednesday when Shawn Halpenny &lt;malachai#iname,com&gt; wrote:
&gt;Brian Price wrote:
&gt;&gt; One approach that may make Choice B practical, would be to create a
&gt;&gt; number of building blocks composed of human designed areas together
&gt;&gt; with a set of rules as to where they could be used and how they
&gt;&gt; could be assembled given the set of 'facts' (design parameters) for
&gt;&gt; the section being generated.  After the set of ...
&gt;
&gt;As a builder this would drive me nuts--I can only use this area
&gt;building block _here_ to do _this_--not to mention this has to be
&gt;controlled and managed somehow.  Since you're going to be generating
&gt;sections anyway, why not assemble a pile of generic descriptions and
&gt;some logic for hooking them together and leave it up to your
&gt;algorithm to show them when necessary?  Then you can devote your
&gt;energy to creating the lavishly detailed real rooms in a few ...

This is a very critical issue for me, perhaps it needs a name like
"Builder's Quandry".  If all of your world descriptions are going to
be auto-generated by some mysteriously engineered design logic then
what is there for a builder to do?  IMNSHO, there are two problems
with Builder's Quandry.

1) While I believe in the beauty of a well-turned phrase
(or long_desc), there is a whole other dimension
of building that has little to do with lavishly detailed rooms.
This is a problem of Architecture: designing facades is creative
and fun and stimulating, but there is a lot of other not-so-
creative stuff that also has to get done.

2) At a certain magnitude of scale it becomes improbable for
any person or team to be able to hand design every detail of
a world.  Consider graphical muds, or 3D worlds, where the
number of possible viewpoints and interactions are explosively
large.  What are the chances that someone will come along
and actually read/see your hand created area?  If they do
stumble upon it (a very unlikely thing), will they recognize
it as handmade?  And is that a good thing?

I think I will stop here before I start giving my "This is the
future of design..." sermon.

- Brandon Rickman - ashes#zennet,com -
While I have never previously found a need for a .sig, this
may be considered one for the purposes of this list


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00978" HREF="msg00978.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Tue 02 Sep 1997, 00:15 GMT
</LI>
<LI><strong><A NAME="01034" HREF="msg01034.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Tue 02 Sep 1997, 22:30 GMT
</LI>
<LI><strong><A NAME="01035" HREF="msg01035.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Tue 02 Sep 1997, 22:36 GMT
</LI>
<LI><strong><A NAME="01040" HREF="msg01040.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Tue 02 Sep 1997, 23:20 GMT
</LI>
<LI><strong><A NAME="01154" HREF="msg01154.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 08 Sep 1997, 06:54 GMT
</LI>
<LI><strong><A NAME="01165" HREF="msg01165.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 09 Sep 1997, 06:01 GMT
</LI>
<LI><strong><A NAME="01224" HREF="msg01224.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 16 Sep 1997, 09:40 GMT
<UL>
<LI><strong><A NAME="01230" HREF="msg01230.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Sep 1997, 21:03 GMT
</LI>
<LI><strong><A NAME="01244" HREF="msg01244.html">Re: [MUD-Dev] Something complete different</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 17 Sep 1997, 21:18 GMT
</LI>
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