[MUD-Dev] Continuous versus Discrete Functions
johnbue at email.msn.com
Fri Dec 21 23:00:54 New Zealand Daylight Time 2001
Dave Rickey writes:
> From: John Buehler <johnbue at email.msn.com>
>> Dave Rickey writes:
>>> From: John Buehler <johnbue at msn.com>
>>>> This pattern is fairly common and I'm stumped as to why the
>>>> discrete function (apparently implemented as tables or
>>>> cascading conditionals) is the function of choice for system
>>>> designers. My time on flight simulators showed me the power of
>>>> continuous functions - especially when multiple continuous
>>>> functions are contributing to the outcome of any activity.
>>> Two reasons:
>>> 1) Players seem to hate discontinuous feedback from the
>>> system. To them, something either works, or it does not.
>>> This tends to reflect itself as extreme criticism of any
>>> portion of the game system that provides a spectrum of
>> So you're stating that, in your experience, my expectations are
>> in the distinct minority? That players prefer on/off and
>> success/fail behaviors?
> Not quite, I'm saying that most of them interpret almost
> everything as a success/fail, and given a broad spectrum of
> partial successes treat only the top fraction as "success"
What I'm hearing is that current games, which are predicated on
advancement, assign no real value to less-than-optimal outcomes, so
producing a non-optimal result is a failure. This suggests to me
that there is even more value in reducing the prevalence of the
'work to achieve' style of entertainment - if we can assume that
players only think this way because of the environment that they are
placed into. The value is in providing a spectrum of viable
entertainment from not just optimal results, but from non-optimal
results as well. Perhaps eliminating the possibility of attaining
the optimal condition is a good first step. Another good step would
be the elimination of value by being optimal in the first place.
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev