Well yeah, that's the point, I don't think anybody here is arguing that we lack the "language" to implement any behaviour we want into a game's entities. It's just a matter of figuring out what kind of rules we want to implement, and actually doing it.
I mean, at least Kavig Kang *has* given a concrete example, but that only made things more confusing.
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For example, if the player tells two different ships to fire missiles at a single target both ships won't just fire missiles at the same time. The “AI” would determine, based on the known movement plots of the firing ships and target, when each ship needed to launch the missiles for them to arrive at the target at the same time. And then that would be made to happen through the impulses with their embedded sequence of play. And now you can imagine a captain saying “Wait for it... One more second... Fire!” in this battle when only one of the ships launch at the beginning of Deadlock's “time bar turn”, and the closer one delays until the timing will be right. Baby Rube “planning the future” to make Deadlock appear to be “more realistic”. “It's a Kind of Magic”;-)
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Cool I guess, but, like others have said, that's...just programming? I'm half a mind at this point that Kavik Kang, whenever he sees a game lacking an "X" behaviour he considers should be in the game, he thinks the designers were literally unable to describe this behaviour. I actually think, like I said, he re-created in his mind the concept of algorithms and general-purpose programming, the basic concept of game loop and/or input-processing-output and thinks it's something new. I mean, I am really trying to decipher his walls of text, but he uses weird expressions to describe familiar concepts:
- "Treadmill of time" : Okay, so the game world updates its state in discrete time steps? That's it? That's what every game does.
- "Functioning simulation of God" : Joking aside, as "God" we could probably describe an entity that has perfect knowledge about the current state of every component of the world and can perfectly predict its future state(omniscience), and also can change the state of any component at will(omnipotence). For our own physical universe, that would be the God(s) of monotheistic religions. For a virtual universe, a game that is, ...that's just the game engine, the program itself. So again, what are we talking about here?
Of course, I could be wrong, but he has to give us at least one example of an actual problem that "Rube" solves. in what way it makes existing games "better". So far the most he has given is "Deadlock's missiles don't do this thing" and naturally the response was "okay...but we could program them to do it"? Does "Rube" generates the rules on its own or something? And based on what?