Getting rid of parallel timelines!
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Never, -ever- let realism get in the way of fun.
Granted, some games should be more consistent with real life, but you can understand a developer doesn''t suddenly stop designing and say "...waitasec, this isn''t realistic! Oh no!". ^_^
Dave Mark
Intrinsic Algorithm Development
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Problem is, if you speed up the time so that, for example, an hour is a year, you would only see a big blur on your screen as 10.000 people pass the same pixel per second.
The designers of the original game idea probably have spent a while thinking how to avoid only showing statistics (as was the case with really old text-based sim games) but also displaying the action as it happens graphically. So I think your point 2 is a good description of the system.
In the end I guess people just find it fun to fiddle with the cost of the rides and watch the visitors having fun (or not )
But hey, if you find another way of creating a game that''s more realistical but still fun I''d love to hear about it!
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Allow me to clear my head for once...
Stop polluting the air!
Harpoon II did something nice wherein the game would revert back to 1:1 upon the occurance of certain events that may require your attention. When a message box would come up, it would drop to 1:1 time until you closed the box. Each message box had a check box on it, though, that allowed you to tell the computer to stay at 1:1 while you dealt with something. I would do it a slightly different way than they did with 2 different "OK" buttons... 1 resuming and one slowing it down.
Dave Mark
Intrinsic Algorithm Development
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Regarding timelines somewhat peripherally... a fair number of the MMORPGs I have played exist in permanent daylight, and those that do not don't seem to have any sleep requirement for their characters. This is most likely because people log on at all hours and don't want to be told their character is sleeping, or that it's too dark to go out...
I have written a document describing an alternate way to run an MMORPG; nascent in it are ideas I hope to eventually use. One of the ideas is a consistent timescale of around 6:1. Thus six days in the game pass per day in reality. This time scale is of course fairly flexible, but characters will have periods of inactivity/sleep. This does not work as a stand-alone idea of course; certain other concepts such as automated scheduling of PC activities while out of direct control contribute to make what I consider a workable system.
Just wanted to throw in my 2 cents on timescale, and hopefully provoke some interest in my ideas.
The document itself:
www-personal.umich.edu/~izeilstr/project_engine.htm
Thanks for your time and patience.
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-SpittingTrashcan
You can't have "civilization" without "civil".
Edited by - SpittingTrashcan on January 17, 2002 1:03:42 AM