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25611: RE: [MUD-Dev] RE: Understanding Simulation
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From: shren <shren@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 10 Oct 2002 14:42:03 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
On Wed, 2 Oct 2002, Damion Schubert wrote:
> [Sasha Hart]
>> [Kwon Ekstrom]
> So here's my point of view: there seems to be a difficult design
> tension between the control and predictability of a dynamic
> ecology. If the effect of a dynamic ecology is too random, then
> players cannot see evident changes of your ecology, nor affect
> their outcome. If paths such as extinction are made impossible,
> then the realistic world model that many MUD designers are
> aspiring to create becomes fraught with unrealistic controls and
> restrictions. If players cannot affect the ecology of the world
> around them to any meaningful degree, then the entire system
> threatens to become an overly complex way of replicating systems
> that could be done much simpler, offering much more value to the
> imp than to the player.
In my ecology simulation thought experiments, a creature becomes
tougher as it becomes more rare. Extinction becomes extremely
unlikely, however, a creature can easily be nudged into limited
terrain. Then again, however, I strive for dynamic ecology instead
of realistic ecology.
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