hello
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no problem, we do have real life after all
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hope you will going well and get health quickly
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Randomness - I'm still certain you will need randomness. You say that there are subconscious patterns to the apparantly random choices writer's make, and I agree; but the problem is, you can't emulate a subconscious decisionmaking process because you don't know how it works. The only way to analyze subconscious things is with a psychological study of lots of people. You could do that, but is it worth the effort? I suggest that you think of randomess as a placeholder - you can replace it with a decisionmaking tree in future versions of the DM if you figure out how.
Also, you might want to use randomness to account for the difference between multiple human writers, so that the DM has a larger range of stories to tell that a human writer.
well i'm a fan of psychology, neurology and cognition, if i'm not an expert myself, i do inform myself and i often google for academics in these domain, they do all the hard job for me, and ofthen i have the distance than they could not have to see connection (i hope) among various topic, these time there is huge improvement which confirm my intuition about emotion in the process of the thought (i'm in a art school myself, i'm at the opposite trend), the entire thematic theory is build around these intuition which come from my own experiance as a creator but science inclined
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Versions - With a problem as complex as this, it can be very helpful to design in versions. You should design a simple, rudimentary skeleton version of the DM first, then add subroutines and more data in future versions to make it work more realistically.
i'm always trying to narrow focus, but i start from the general and get down little by little to tedious problem, here i have a little shift more towards relation than structure as example
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Telling stories backwards - I don't know if you write fiction much, but I do, and I can tell you, professional writers DON'T start at the beginning and write to the end; professional writers think of the climax, the theme, and the primary character dynamic first, then start at the beginning by placing the elements necessary to achieve this desired climax. I think it would be simplest to design and have the most realistic results if your engine did things in this order too.
well actually i don't beleive it, when i was young i was used to write story of my own where the story reveals itself on the run thatn even me i wouldn't know what would happen next, it's like the wavinator or most people beleive that a realistic simulation would construct a story, actually it's not wrong but it's not entire true, the reason is that in a story, character move themselves in an abstract story space which represent all the story possible among data, the difference is that, as some people say, story remove the mundane and retain the interesting fact, that mean that from any given possibility there is a few that are interesting in a story sense, those which follow the dramatic focus (the theme), it's true for every creation, whereas GTAIII don't have story action are consistant around the "crime life" theme, any action outside this area would be seen as irrelevent and would broke the immersion
the problem with gta is that the theme is encode SPATIALLY, rather than TEMPORALLY, this mean that there is no argument
now i have trouble writing story but i have no trouble designing universe for the same reason as gta, i think SPATIALLY, in no time i can output a huge background where several story can take place in but have hard time developping one, it's seems that you are a temporal thinker, the difference is that i focus on STATE and you on GOAL, rumiko takeushi (inuyasha) is good at never ending story because she is a spatial thinker, i use to be the like, but i have lose control of my ability, my universe is to broad and situation became diluate in the immensity
>gibberish
(one of my universe (tamago, from many) as more than 2000 character whith name, story etc... and the setting took place in millenium scale with all sort of variation during time. The last setting i have had last week is set just after the energy crisis, which had put an end to the virtual pop era, which is a post cyberpunk society, and origin is root in our today ages, in this post virtual pop era, some of the virtuens (people which was living in half virtual world in rich society) had develop new philosophy and new ability, to handle the harshness of the life and brute change of style of living, built upon the leelaa hindu myth. their analysis ability had grew up by playing video game like world higly immersive, they are in minority among those which refuse the virtual pop living style, but beyond the majority descendant of poor country which had became mutant (not the ugly or super hero cliche), while the gap between rich and poor have deepening during time, to adapt them to harsh reality increasing up with pollution.... there is more about it, the set is called "dominant species" because the world has return in a kind of neo feudal age where each city as it's own organisation and battle of ideology is at his top) /gibberish
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Mutually dependant decisions - when starting to plan a story, there are several choices that must be made all at once. This is a problem for real writers but even more so for your DM. And again we have the problem of trying to emulate an unconscious decisionmaking process. That is my big question for you: what order should the DM choose story elements (theme, character dynamic, characters, plot, atmosphere, and worldbuilding) in? We know the DM's conclusion: a satisfying gaming experience for the player. We can guess approximately what the start data must be: story element options, context, and other rules. But what is the DM's process? How and in what order does it create the story?
i beleive the process is similar to a system seeking equilibrum (the mind as the system)
what you say is exactly what ia have state in my last previous post but as a fan of kurt godel's theorem of imcompletness, each time i have a paradox or contradiction as an obstacle, i accept it as the solution and perform a perspective shift!
i have once meet this class of problem and i have call it the triforce dilemna (from zelda)
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it's a little foolish to call it like that however, but consider the following image
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-/\--
/__\-
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/__\-
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how many triangle do you see??? answer:3
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--/__\--
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/__\/__--------
and now??? well western like answer would be 3 while eastern flavour would be 5
it's because western stress OBJECT and eastern stress RELATION
i know that even western would see 5 as well but it's just an illustration
in our culture we are raise to CLASS in OBJECT, divide to conquer, we see things SPATIALLY as a cultural bias but focus on GOAL, we have an objective orianted taste, we are drive by conflict and activity
while estern focus more on STATE then relation (yin and yang) and see things TEMPORALY, they are drive by immersion and passivity
i have said before that state orianted persone see thing spatially and vice versa, well i have to expand the thougt more, it's the tension between motive and appraisal, it could be confusing, goal is temporal while state is spatial, if the motive is in one kind the appraisal is in another
an example is to the difference between the two story telling in oriantal art and in occidental art, this the reason behind the different aproach of the painting in each culture (ukyo-e versus mimesis )
so the problem lie in the RELATION between the two layer of structure, now the goal is to DEFINE
WHAT IS (AND HOW) this RELATION is ?
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sounds a good program???
>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
[edited by - neoshaman on March 22, 2004 11:05:07 PM]