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30570: RE: [MUD-Dev] Cognitively Interesting Combat (was Better Combat)

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From: "David Kennerly" <kennerly@finegamedesign.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 16 Aug 2004 23:05:01 -0700
References: [1]
Organization: Kanga.Nu
Adam Martin wrote:
> cruise wrote:

>> Is learning cognitively interesting? It is arguable that chess is
>> interesting because each game you learn and improve (against
>> suitably skilled opponents, anyway). The first few levels of an
>> RPG can be interesting, because you're learning how the fighting
>> works (assuming it's sufficiently different from other systems to
>> require "learning"). Boredom sets in once the 100% successful
>> tactic is discovered and learning ceases.

> For some information on making things fun, search the archives for
> my posts on using evolutionary programming scenarios as a model
> for games that are fun.

>  (terms "genetic programming", "AI" and "fun" ought to hit them).

> If you want to make combat fun, the processes I outlined ought to
> give you a good starting point.

I was wondering: What could have Adam possibly written here that
includes the term "genetic programming"?

  http://www.kanga.nu/archives/MUD-Dev-L/2003Q3/msg00246.php

I glanced at it and recalled our ensuing discussion.  Have we come
full circle?  :)

David
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