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- Path: sparky!uunet!decwrl!waikato.ac.nz!canterbury.ac.nz!huia!greg
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Open-Ended Game Engine
- Message-ID: <By5HqK.9Cv@cantua.canterbury.ac.nz>
- From: greg@huia.canterbury.ac.nz (Greg Ewing)
- Date: Mon, 23 Nov 1992 03:59:07 GMT
- Reply-To: greg@huia.canterbury.ac.nz (Greg Ewing)
- References: <1992Nov22.080637.13862@athena.mit.edu>
- Organization: University of Canterbury, Christchurch, New Zealand
- Nntp-Posting-Host: huia.canterbury.ac.nz
- Lines: 35
-
- In article <1992Nov22.080637.13862@athena.mit.edu>,
- rfermier@athena.mit.edu (Robert G Fermier) writes:
- |>
- |> By non-linear, I mean that the player does not have to go through the
- game in any
- |> particular order, or for that fashion follow any particular "career track"
- |> through the game. In the example of a fantasy setting, the player
- could become
- |> an adventurer, a politician, a soldier, a merchant, or whatever and
- the plots in
- |> the game would tune themselves accordingly. Similarly, depending on
- the order in
- |> which the player decided to deal with plots that presented
- themselves, plots that
- |> did not get dealt with would develop into different plots in the
- player's absence.
- |>
- |> What do you people out there think there would be in terms of
- interest in such an
- |> engine?
-
- Sounds fascinating! I'd be interested, for one!
-
- Would you be willing to share any of your thoughts about how to design
- and implement such a framework? If you're not worried about giving away
- trade secrets, I'm sure it could be the starting point for a very
- interesting discussion here!
-
- |> Rob Fermier
- |> rfermier@athena.mit.edu
-
- Greg Ewing, Computer Science Dept, Canterbury Univ., Christchurch, New Zealand
- Internet: greg@cosc.canterbury.ac.nz +--------------------------------------
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