<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution --> <!--X-From-R13: "Penaqba X. Dvpxzna" <nfurfNcp4.mraarg.pbz> --> <!--X-Date: Mon, 08 Sep 1997 06:54:52 +0000 --> <!--X-Message-Id: 199709080654.XAA24000#pc4,zennet.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:ashes#pc4,zennet.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01153.html">Previous</a> | <a href="msg01155.html">Next</a> ] Thread: [ <a href="msg01040.html">Previous</a> | <a href="msg01165.html">Next</a> ] Index: [ <A HREF="author.html#01154">Author</A> | <A HREF="#01154">Date</A> | <A HREF="thread.html#01154">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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" <<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>></LI> <LI><em>Date</em>: Sun, 7 Sep 1997 23:54:53 -0700</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> I think it was Wednesday when Shawn Halpenny <malachai#iname,com> wrote: >Brian Price wrote: >> One approach that may make Choice B practical, would be to create a >> number of building blocks composed of human designed areas together >> with a set of rules as to where they could be used and how they >> could be assembled given the set of 'facts' (design parameters) for >> the section being generated. After the set of ... > >As a builder this would drive me nuts--I can only use this area >building block _here_ to do _this_--not to mention this has to be >controlled and managed somehow. Since you're going to be generating >sections anyway, why not assemble a pile of generic descriptions and >some logic for hooking them together and leave it up to your >algorithm to show them when necessary? Then you can devote your >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 </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01153.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01155.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01040.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01165.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01154"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01154"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>