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- From: kludge@hardy.u.washington.edu (Kludge)
- Newsgroups: rec.arts.int-fiction
- Subject: Re: Open-Ended Game Engine
- Message-ID: <1992Nov23.144516.21865@u.washington.edu>
- Date: 23 Nov 92 14:45:16 GMT
- References: <1992Nov22.080637.13862@athena.mit.edu>
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington, Seattle
- Lines: 26
-
-
- This idea sounds interesting... I assume that there would be code
- (in some sort of "metalanguage") for each plot - it wouldn't invent the plots
- themselves, would it? :) I've been working on a role-playing game for
- entirely too long and have decided to handle it like this:
-
- - There are 4-6 different (pre-designed) characters that you can pick to
- play. All of these have different skills/backgrounds, and a different plot
- unfolds for each of them.
-
- - The other characters (the ones you aren't playing) are still in the game -
- computer-controlled (though you can go get in their way if you try hard
- enough, which could mean you get mixed up in somebody else's plot.)
-
- I don't think any game can be *entirely* open-ended, but your ideas seem
- pretty close. How do the smaller (sub-plots) get generated? Is there a pool
- of code for various people/actions that gets mixed together into a sub-
- story? The problem that I see with that is you'd be getting plots that
- seemed... well... generated, instead of *written*. In my RPG, there are
- actually a couple of main plots (saving the world from destruction - the normal
- thing, plus a bit of politics.) Without at least one of those, I'm afraid
- that a game would seem pointless and misguided - you'd just wander around
- doing things... and they'd happen. How would the scenario interact with
- player action?
-
- --Kludge
-