Game Development Community

Everyone makes the same games. NEW IDEAS

by Smarty Pantsp · in Game Design and Creative Issues · 12/27/2007 (8:30 pm) · 34 replies

One of the biggest problems with games today is there all basically the same.For example, I went to blockbuster to rent a game the other day, and I could catagorize all the games into four catagoriees. Shooting, racing, action/adventure, and puzzle. Some people would say that those are the three game types.(rpg, ect fall into one of those catagories). But there's a fifth catagory people don't think of very often because,well, it's not a catagory. Depending on who you are, you may think of it by a ifferent name. To me it's freeplay. One thing ALL the first four catagories have in common, no matter which game it is, they all follow a line. You beat this level, you go to the next. The levels usually stay the same, and the game usually ends the same way, no matter who plays it. The fifth catagory, Freeplay, changes depending on who plays it. The reason most people play video games, is to do something virtually, that they can't do in real life. Don't beleive me? Then why is The Sims a top seller to teens? Maybe because teens can't go do all the stuff in the sims like buy a house or have a family. In war or fighting games, you shoot and fight, without getting hurt. But why play a game designed for some other person when you could have a game designed for you? (Remember the whole, changes depending on who plays it thing?) I would LOVE to see a game complete and total freedom. I want to be able to make my character look like a hobo, be the mayor of some rndom city, then watch as it grows to be a country, thendo the whole thing over again. THEN, I want to watch somebody else play the same game, be an alien, and go into earth's space defence army and fight off other aliens. Then I want to see some other thing. The more user creativity the better. Better hurry and start.
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#21
01/03/2008 (1:38 am)
This was cute:
Quote:
Then answer this: What's the best way for a player in an MMO to have a conversation with an NPC without your datacenter turning itself into a smoldering pit of lava?

Answer: Decomplexify your datacenter! Why do you have as much a datacenter anyway, other than a lack of a better solution, usually due to a lack of creativity in assocciation with being stuck thinking inside the box. That, my friend is the cause of rehashed games! My solution...well, think of what that capability is supposed to do first - what is [u]the situation[/u] and what is [u]the outcome[/u] of the situation...

Situation: NPC Conversation
Outcome: NPC Response

Now, what is the limitation of our broad 'data'?

Context: Orientation of NPC Conversation

Now, using these three 'factors' of conversation, you can easily create a simple, three-point response system with a simple check. But wait, there's more...

Do you clearly have to nag the 'system' to 'goto the bone', 'pickup the bone', and 'throw the bone west' or would you rather just be able to say 'throw the bone' and have the system know just exactly what that is, what is meant by it, and what the result will be?

Contextually, 'throw the bone' could be simplified into interracting with an object by use of an action with an approximate outcome resulting from a desired targeted location for the thrown bone.

Now, let's say there are a few other things we can interact with here...
There is a dog, a skeleton warrior, and a hole in the area. Now, we have some useful options:

'Throw The Bone'
- With the dog...
- At the Skeleton Warrior...
- In the hole...

Well, would you say 'throw the bone with the dog' or 'play fetch'; 'throw the bone at the Skeleton Warrior' or 'Attack Skeleton Warrior' ; or 'throw the bone in the hole' or 'toss in a bone'???

Then again, why do you need to have 'tossing a bone into a hole' in your game anyways?! Maybe even do away with attacking that skeleton too, at least you'd hope you'd have something better than a bone at your disposal!

Now we have one basic action tied in with that hectic and chaoticly enducing bone! You can play fetch with it, yay! What else might it be useful for? Well, at this point we could probably do away with putting that grimey bone in your pack and carrying it off somewhere...or are you expecting further interactions with this object? Otherwise, your maddening datacenter is starting to adhere quite straightforwardly, don't you think?

What if it's not a bone, but a bomb? Well, are you going to hurl a bomb at an enemy without lighting it? Or even lighting it without throwing it? Probably not, unless you are intentionally suicidal, so why not take those off the list of results. Are you going to just hurl a bomb at nothing?! Might be fun if you want that in your game and you want to do all the fancy work required to make a crater in the ground after it explodes, but if my players wanted this sort of option, I'd just take a generic 'blow target up' approach myself!

Look at that, now we have some open-endedness tied in with exactedness! How much simpler could you get? Limits to what you can do are relieved when you can do what can be done. And once that is apparent, so is the saved processing power! Indications with intentions, basic concept!

I am making such a game, so please stop with the 'unbelieveable because we can't see it' jargon unless you wish to detest other great minds like Einstein and Edison! Yeah, you see them now...would have passed them up just as quick, too! Meanwhile, I'm going to work on building some further hype on my games in the hopes that I can get something accomplished, preferably with those who want something like this accomplished and are willing to, not so much help, but influence it and keep pushing it along, so you can finally see...what I've already seen! :D

~Ronixus
#22
01/03/2008 (6:42 am)
@Ronixus: So, you want to do NLP, but you think it isn't processor intensive because the player won't have to type step-by-step commands? I get that impression from the following you write:

Quote:Do you clearly have to nag the 'system' to 'goto the bone', 'pickup the bone', and 'throw the bone west' or would you rather just be able to say 'throw the bone' and have the system know just exactly what that is, what is meant by it, and what the result will be?

Whether you "nag the system" or not, the system still has to go to the bone, pick it up, find west, and throw the bone, and all of that uses up CPU cycles. There is absolutely no way around this, and the gist of my post was not that it was impossible, but that the work was extremely difficult. If it was impossible, I wouldn't have spent the last five years researching these problems.

Quote:Now, using these three 'factors' of conversation, you can easily create a simple, three-point response system with a simple check. But wait, there's more...

I hope there's more, because honestly, I found a while ago that if you're going to do freeform gameplay, you need to dynamically generate content, and "NPC Conversation/NPC Response" just does not cut it unless you come up with ways for the NPC to actually respond.

How does an NPC respond when asked about some data that is secret? It should deny the request, but then how do you design for "soft" skills like social engineering? What stats would you use to represent the interaction between personality traits and emotions? What you write sounds like a good idea with no design development behind it, unfortunately.

I've been able to generate missions ala Anarchy Online for years now- what I'm trying to do is generate missions ala Lord of the Rings and Harry Potter. I'm about to blog about it though, so you'll see where I'm at with it, and maybe then you won't be prone to saying things like:

Quote:I am making such a game, so please stop with the 'unbelieveable because we can't see it' jargon unless you wish to detest other great minds like Einstein and Edison!

It's a little presumptive to pronounce yourself in their league, and again, I never said it was impossible. Those who like to jump to conclusions about what I mean would do well to take what I say for what it is. I have no problem saying what I think, and don't need to veil my thoughts with "jargon". So, if it wasn't clear to people before: I was trying to help the guy know what kind of work was ahead of him to do what he wanted to do.
#23
01/03/2008 (7:08 am)
Ted, sounds like an attempt to goad you into hepping[to 'prove' you're not 'lazy']...LOL. Sticks and stones....hahaha.

I believe Mr. Gates got rich by 'buying low, selling high'...I 'believe' that he purchased the kernel of the OS from a struggling engineer for very little money and leveraged it to the fullest....horrible analogy.

Edison: great duder...I think he 'failed' far more often than he got it right...lol. Meaning, those who 'give up' rarely succeed in anything they start....better analogy[if you don't give up!]

Ted has got a good handle on what it really takes to enjoy this 'Industry' and perhaps make some jingle from it...I used to think computer gaming all about the 'look'...HA. It is about the transfering of data back/forth across a network....then make it sparkle!

I believe I gave 3 cents on this Thread...hahaha

Good luck!
#24
01/03/2008 (7:51 am)
Quote:Ted has got a good handle on what it really takes to enjoy this 'Industry' and perhaps make some jingle from it...

I haven't made enough jingle from it yet to consider myself in the industry (I work in IT). But you're right, games are about information sharing, and how to share it in the most efficient manner at the best quality.

And I don't mind getting goaded into proving I'm not lazy ;)
#25
01/04/2008 (1:27 am)
Gee, Ted, you sure are edgy!

You like to spout out alot of presumptions and assumptions about what I have as a solid design yet, when I share things with you that give some valuable insight, shed a little light on something (that's obviously out of your scope of knowledge) you immediately jump to your usual line of proposed incredability...why? Are you angry because it dosen't follow what you've learned or that it surpasses what you know though you don't know how?

Quote:
...you think it isn't processor intensive because the player won't have to type step-by-step commands?

No, I know that it is, I felt the point was mute, given the context of our discussion, your bogged down datacenter, was your suggested subject of interest, at which point I simply offered my insight into thinking outside the box in order to reduce those constraints. Maybe my example sounds a little outdated but it wasn't the description that was meant to be understood but the methods behind it. Like you've also stated:
Quote:
What we need are new ways in which to communicate data to and from the user to the system, and better ways for the system to "see" the world.
You, as an IT Pro, should already know about terms such as inheritance and parenting, correct? Very powerful programming tools available to minimize 'the load'? I like to bring this to the foreground because it seems you don't understand how I utilize these tools in my work, as a foundation even, to dramaticly reduce the constraints on dataflow. As you've stated:
Quote:
Whether you "nag the system" or not, the system still has to go to the bone, pick it up, find west, and throw the bone, and all of that uses up CPU cycles. There is absolutely no way around this, and the gist of my post was not that it was impossible, but that the work was extremely difficult. If it was impossible, I wouldn't have spent the last five years researching these problems.
It's taken you 5 years of research to say there's no workaround? Granted, it's true those things all take their toll on processing, but what if their implementation was fluid enough to integrate a proposed exactedness when called? In other words, not walking THEN chewing gum, but walking AND chewing gum at the same time? In this proccess, we avoid alot of the workload and dataflow to simple, direct, and exact calls that can be multitudes of exact operations to be carried out fluidly, in sync, and, the best part, without any room for error or need of error control (in those respective areas, of course).

Kinda boggles the mind, doesn't it? It's in this area that I excell in my thinking 'outside the box' and the even better part about it is it makes the work to be done more straightforward and leaves much less to do. There will always be testing and, yes, the workload of main proccessing/dataflow will always be there, but a workaround that predestines the data into simple, logical 'plugins' of sorts means the math, for the most intensive part on behalf of your game data, is already done! Interactions and actions are simply carried out and instead of having the 'system' figure out what to do it needs only to be told and understand what's to be done.

So, why don't I have a working model to display for you?

Well, if you must know, I've actually put videogames on the back burner for a bit. I'm embarking on the creation of a Trading Card Game (a la Magic the Gathering) based off of my Strategy Game design for Universal Genocide. Right now the first set is at around 2500 cards so I've been very busy. I even have a nice gathering of artists helping me on it. I'll post some screenies of some cards once they get polished up and you can give me your input then. Granted, having the technology at our disposal is a tiring feat to overcome, but this should give us a solid base of operations once we get it to market.

As for the jargon:
Quote:
...noone has it figured out yet except those with no screenshots to show, but lots of words to throw around about how great their game will be.

For what, telling you about what I've accomplished?! Giving insight to my inner workings, sharing my knowledge with you?! Some thanks that is!

But don't go getting all worked up, I don't care much for grudges myself, I'm just not gonna roll over and play dead while you bash me repetitively. I'm not here for such BS...time's too short for it. I'm here to get something much more important than even you or I accomplished. And that is truely hard to fathom!

~ Ronixus
#26
01/04/2008 (8:32 am)
@Ronixus: Dude, I honestly think that I'm not the one on edge between the two of us. I don't take offense to you telling me that your way of doing things will be the shit. If it is, then it is. Kudos.

My point, which is still not clear, apparently, is that while you state what you want your framework to do, you're not being any more detailed than that. Not that I'm looking to see your trade secrets in tags or anything like that, but the claim that your system is fluid because it is simple does not mean that it works. Simple as that.

And I never stated that there were no workarounds for these problems. I stated (this being the third time) that these problems are hard. Denegrate my five years of research if you like- I won't waste time on that, but the time spent is paying off with an understanding of what's needed to accomplish the goal.

What you want to do is probably different from what I'm doing, and that's fine, because it all gets judged in implementation, where one or both of us can either pass or fail. You aren't my competition, so that doesn't matter to me. But you seem to have taken exception to me saying that this is a difficult issue, and I can't help you with that, because it is what it is. I will respond to a few things you've said so we might understand each other's positions a little better:

Quote:You, as an IT Pro, should already know about terms such as inheritance and parenting, correct? Very powerful programming tools available to minimize 'the load'? I like to bring this to the foreground because it seems you don't understand how I utilize these tools in my work, as a foundation even, to dramaticly reduce the constraints on dataflow.

I know inheritance and parenting well as a programmer, since they are OOP principles. But their intent is not so much to minimize the load of a CPU as much as to create the ability for people to reuse code. That's all well and good, but you do realize that inherited classes also carry the baggage of their parents with them? I'm sure you do, so I would like to know more about how you inherit a class in order for it to be lighter weight, and more to the point, what OOP programming has to do with this discussion other than stating what programming style you're using? So you would be correct in stating that I don't understand how you utilize adding extra layers to reduce constraints in data flow.

Quote:It's taken you 5 years of research to say there's no workaround?

Not at all. I've been looking into ways for my game to represent data between it and the player in the best way for that long. I could have told you from the start that any attempt to add a feature like this into an MMO would cause a dramatic surge in data and CPU usage. Even if you boil the actions down to their minimal impact, you're still talking about adding thousands more actions performed against both a database and the CPU, which in turn means that you'll need to throw more servers at the problem, which in turn means a slightly more complex data center. The more features you add to that feature itself, the more impact it will have. I don't believe that anyone will disagree with this.

Quote:Granted, it's true those things all take their toll on processing, but what if their implementation was fluid enough to integrate a proposed exactedness when called? In other words, not walking THEN chewing gum, but walking AND chewing gum at the same time?

That can mean one of two things: Either the functions represent complex behaviors, or the way that you implement them does it in a fashion that is akin to multithreading. Either way, depending on how dense your description of the world is between the player and the server, you're still incurring a large hit on the CPU when paired with all the other game functions. Not to say that it won't be smaller than other ways, but it's still more CPU cycles.

Quote:For what, telling you about what I've accomplished?! Giving insight to my inner workings, sharing my knowledge with you?! Some thanks that is!

But don't go getting all worked up, I don't care much for grudges myself, I'm just not gonna roll over and play dead while you bash me repetitively.

You haven't shared much more than generic claims, and pointing that out is not bashing you repetitively. If you think it is, then maybe you should reevaluate your ability to take such criticism? I'm not getting worked up or holding a grudge- I'm simply asking for you to explain in technical detail (jargon, as you call it) what you think the ideas for getting around the problem are, since you claim such advanced features to be working (or implied it, at any rate). It's not about bashing you, I'm far from worked up, and you're far too self-congradulating to be putting yourself in the same league as Edison or Einstein just yet. Wait until your game comes out, and if those claims merit your mind being put up there with theirs, then so be it :)
#27
01/04/2008 (8:04 pm)
Unfortunantly, I am not very smart in the feild of computers. I'd say I'm smarter than 50% but keep in mind many people don't know how to use a computer. The only reason I'd say I'm at 50% is because I can understand a little of what's going on when people ,like the people on this website, are doing when they are doing there thing. I understand a little code, and I'm ok at modeling and being creative and all that. BUT, the only real reason I'm here is because I never realized how cool computers are. And one of the coolest things on the computer is making games. I picked torque because it has an easy user interface and I understood it a little because I played Blockland for about 3 months. If you note, one of my first posts is this topic. When I posted it, I posted it because one of the biggest things that bugged me about games is the fact that their all the about the same. One of the VERY first posts I read here on game-making said "half the people who buy torque are kids who want to make the next WOW a.k.a. world of warcraft". That's why I posted this topic. Their are too many people who want to make the next WOW or the next halo or the next some other game. I posted this, hoping that somebody would read it and think, why make the next, when you could make the first? I posted this to make people think, instead of making the next, make the first. If you go through the trouble to buy the tools, you might as well use them. I've seen people on the forums asking how to get their game on to xbox or playstation or something. For starters, is it original? I'm not saying everything HAS to be totally original, I'm just saying it would be nice if someone would think along those lines, instead of trying to make thier game like another game. When pong came out, other people didn't make new versions of pong, they made pac-man. Today their are so many games it's acceptable to base a game off of another one, but ifyou do base your game off another one, it'd better be good. Nobody likes to pay for the same thing twice.


P.S. Try not to turn the forums into a battle feild. Take both sides into consideration. Each side gives good points. Like someone says, this idea tkes too much memory space to work. A BAD way to respond is:
JUST MAKE EVERYTHING SIMPLE!!!! INSTEAD OF BLA BLA BLA SAY BLA!!!!!
A good way to answer is:
I agree with you but there are ways to get around this problem, such as bla bla bla. Each was probably alitle to the extreme but you get my point. And this is just an example. I'm not pointing fingers at anyone. I have to say that because I'm used to forums where no-matter what you post the first 50 replies are all flames toward you. I like these forums because here the flames aren'tso mean.
#28
01/04/2008 (8:30 pm)
Oh yeah, another note to Ted. About the lazy thing again. I seriously doubt anyone on these forums is incredibly lazy. Yeah sure you probably have a few here and their that don't care, but anyone who is semi-serious about computers isn't lazy. Computers are not easy to learn about, especially ,like you mentioned, the fact that most people learning or doing things on the computer can only do this 1% to 5% of the time. I can relate to that since I've been trying to learn for a good 6 months and now have a basic, basic, basic, basic knowledge on anything. What I meant by game developers being lazy, is the people out there making games that have the ability to do so much more than what they use. I'm talking about the people who have 20% or more of their time to make a game but instead of making a classic game thy make the fast money making game that will maybe make the top 20 game list for a day or two. Because I like examples so much here's another one. You said that making a game like I described would end up costing more than it would be worth. I can name three other things I know to. One, is that when the TV first came out, their were people out their who said everyone would get tired of staring at a cardboard box. When cars were invented people said it would be liking sitting ontop of a gasoline bomb. The last thing I know is the last three things I sated are 100% true. Everytime you get in your car you are sitting on a bomb. People do get tired of staring at cardboard boxes, and a game like I described would cost more to make than it would benifet. But, they found ways to keep the gasoline from exploding, they found ways to keep people intrested in TV, and someone out there can find a way to make this kind of game happen. The last thing I'm going to say, or type, is that nothing can ever be acheived without taking a risk or losing something. You have to ask yourself, is it worth it? To me, it is. It might nt be to you, but I'm fine with that. I didn't post this to make everyone agree with me. I just wanted to make sure people know that the option IS out there. You don't HAVE to make a game for money. Youtube is a VERY succseful website. The people who put their videos on youtube don't get anything out of it. Most videos get 100 hits in a year. You have to ask yourself, is it worth it?
#29
01/04/2008 (8:31 pm)
Oh yeah, another note to Ted. About the lazy thing again. I seriously doubt anyone on these forums is incredibly lazy. Yeah sure you probably have a few here and their that don't care, but anyone who is semi-serious about computers isn't lazy. Computers are not easy to learn about, especially ,like you mentioned, the fact that most people learning or doing things on the computer can only do this 1% to 5% of the time. I can relate to that since I've been trying to learn for a good 6 months and now have a basic, basic, basic, basic knowledge on anything. What I meant by game developers being lazy, is the people out there making games that have the ability to do so much more than what they use. I'm talking about the people who have 20% or more of their time to make a game but instead of making a classic game thy make the fast money making game that will maybe make the top 20 game list for a day or two. Because I like examples so much here's another one. You said that making a game like I described would end up costing more than it would be worth. I can name three other things I know to. One, is that when the TV first came out, their were people out their who said everyone would get tired of staring at a cardboard box. When cars were invented people said it would be liking sitting ontop of a gasoline bomb. The last thing I know is the last three things I sated are 100% true. Everytime you get in your car you are sitting on a bomb. People do get tired of staring at cardboard boxes, and a game like I described would cost more to make than it would benifet. But, they found ways to keep the gasoline from exploding, they found ways to keep people intrested in TV, and someone out there can find a way to make this kind of game happen. The last thing I'm going to say, or type, is that nothing can ever be acheived without taking a risk or losing something. You have to ask yourself, is it worth it? To me, it is. It might nt be to you, but I'm fine with that. I didn't post this to make everyone agree with me. I just wanted to make sure people know that the option IS out there. You don't HAVE to make a game for money. Youtube is a VERY succseful website. The people who put their videos on youtube don't get anything out of it. Most videos get 100 hits in a year. You have to ask yourself, is it worth it?
#30
01/04/2008 (10:29 pm)
@Smarty Pantsp: Well said, and a good attitude. Understand that we do get a lot of people saying the same thing around here, so the post I made about how difficult the project could be was just a reality check, but not necessarily trying to tell you to give up. A good number of the newbies that show up don't realize the amount of work involved, so postings explaining that are a good "shock to the system" for them, and those that are still willing to do the work usually... do the work.

And as for what you have to say about risk, you're spot on.
#31
01/07/2008 (3:20 am)
Quote:
...noone has it figured out yet except those with no screenshots to show, but lots of words to throw around about how great their game will be.
Quote:
I'm simply asking for you to explain in technical detail (jargon, as you call it) what you think the ideas for getting around the problem are...

What I considered 'jargon' was the rude remark (the top quote) you made, which was evidently oriented towards me and the work I was going to share with you if you showed a willingness to understand the theories behind their implementations. Stating that I had nothing to show, which you have no evidence of, is slandering, not criticism, and I would expect no less of a response from you had I insulted your work, especially if I had done so without considering it of any value, which has been your claim, not mine. I never stated that my work was 'the shit', just that it worked, through simpler means, and, after trying to explain some of the theories behind the technicalities, you blew it off before I could feel comfortable in sharing some of their inner workings. I don't have to prove anything to anybody other than myself, but this wasn't ever about proving anything as much as it was me sharing my theories with you because you were in need of a way to see a possibility for your own implementation. You asked how it could be done, I pointed in a direction similar to that which I've taken myself, and asked you if you could see a way to implement it in your own way, nothing more. Hence:
Quote:
My point, which is still not clear, apparently, is that while you state what you want your framework to do, you're not being any more detailed than that.

I'm simply asking for you to explain in technical detail...what you think the ideas for getting around the problem are, since you claim such advanced features to be working...

I know inheritance and parenting well as a programmer, since they are OOP principles. But their intent is not so much to minimize the load of a CPU as much as to create the ability for people to reuse code.
See how I identified the term above? That is one of the secrets behind my implementations, not using OOP in it's normal terms, but as a foundation behind the workaround, a guideline, which allows us to map a game and objectify each instance of the mechanics.

For an example of what I'm saying, let's take a Battleship gameboard. You have your coordinates, correct? They lie at the surface plane of the gameboard, right? Then you have your ships, which sit atop that (the 'sea' being the parent of those ships' positions), right? Now you also have your indications of hit or miss, which are primarily 'offspring' of the gameboard positioning, but also of the ships (on the indication of a hit). With me still?
Now, this is somewhat of a direct representation of how my implementation works - you have your base coordinates, which determine the blunt of the game mechanics; then you have your 'gamepieces' which are the terrain, models, and other primary offspring; then you have your secondary offspring, which are the defining instances of those models as well as their hidden elements and other factors, that can be 'hit or miss' on demand as per the game rules, which may or may not be part of those siblings but are ultimately part of the game mechanics. Thus, game character Y(primary sibling) at position X(main parent) may have Z characteristics(secondary siblings).
In my implementation I also have several other planes based off of the main parent plane, though I can have almost an infinite amount of them (alot does eventually bog it down). Each plane can have a number of objects and child characteristics associated with them, in their exact coordinates, and can even represent a new plane (like tables, shelves, stairs, etc.). For error prevention, we also have spacers, or null planes, where there is nothing. Each and every characteristic can define their existance with the rest, as per their parents structuring rules, and thus we can cut out alot of the math required by other games and simplify it to per situation interactions. These interaction 'rules' determine the outcome of everything from object movement to object collision to sound effect associations to conversational elements, even effects like a brushfire, or flowing liquid, or even scents can be manipulated through these measures of exact control, all with a 'plugin-like' interface. This also allows for total freeform manipulation of the environment!

Now, can you see how I have this worked out in technical detail without me having to go into that level of detail? Can you see how an implementation similar to this might be helpful to your own persuits? Can you think of some ways that this implementation may be lacking in any areas? Lastly, if this implementation is possible with the gameplay systems in general as I've described here, could you see how similar implementations could also be used in configuring and modifying other game elements, per user, on demand, and with the same precision (like custom character construction, object creation, etc.)?

How this is alot of work, though I believe not really much more than normal, is in the content that must be created. Though, as per my last question above, this is solved with reusable object creation tools which are integrated, not only for us developers, but for the players as well! It's simply pieced together allowing all sorts of customization freedom.

As I've also mentioned in other posts, all elements of the game use this same hierarchial structuring in their implementation as well, like combat, movements, spellcasting, etc, which makes the gameplay not only freeform in nature but simple to use as well as uniform in structure!

All that's really left is defining each type of 'plugin' and it's base ruleset determined by it's environmental positioning, it's state, it's state of awareness, and it's projected outcome/result. Why these 4 identifiers? We need to know where it is, what's happening to it, what it has to do with what might be going on around it, and how it's dealing with a situation which might occur per the other states. With these primary identifiers, which can all have exact values, even if there are many of those values, we can determine the layout of all the action going on in the game and simplify it's data.

Now, we can also cut out some more stuff, like what's behind us on-screen (outside of our view (some 'prep')), what's too far away (over the horizon, seeing as my gameworld is spherical-based(some more prep and/or placeholders)), and what's going on way out of range, by basing our game world on client-sponsored tabbing. Now, our servers just manage the 'tabbed' data between clients who also manage client-to-client data on their own, and all of it can be verified by a gamestate server-based verification proccess! This is the stuff I need to work on! Oh yeah, there's also that widescreen-periferal-vision-perspective-view that I'm trying to perfect, too! :)

Let me know what you think of how this sounds so far, please, Smarty P.? I wouldn't mind any questions or suggestions you might have, either! I'm trying to make it as best I can for the players' enjoyment, not for a big, dumb paycheck!

As for you, Ted, I don't hate you or anything, in fact, if anything I applaude your work, I just wish you wouldn't presume to know what I'm doing, if it might be wrong, without considering that I might be right, if even only for the fact that I've been willing to share what could be 'the shit!'
~ Ronixus
#32
01/07/2008 (7:39 am)
Quote:What I considered 'jargon' was the rude remark (the top quote) you made, which was evidently oriented towards me and the work I was going to share with you if you showed a willingness to understand the theories behind their implementations. Stating that I had nothing to show, which you have no evidence of, is slandering, not criticism, and I would expect no less of a response from you had I insulted your work...

Ronixus... You do realize that this comment you're talking about was made before either of us had responded to each other on this thread at all, right? That being the case, the only thing I gather from this is that if anyone makes a similar comment on the forums, then they too must be talking about you, and they too must be slandering you. Because other than the fact that you mentioned your own plans in this thread, there was no connection between that comment and yourself. So, for you to make that connection means that such a general comment struck a nerve with you, even though you were not mentioned or even implied in it. And by the way, slander is spoken, while libel is the accusation you were looking for, which is still wrong. Libel (or slander) is someone stating something that they know to be untrue about another party with malice in order to cause damage to said party. What I did was state the opinion- which I hold to- that those who most like to spout off about wanting to make these games usually have no screenshots to show of it. If you don't like hearing it, then cover your ears, because I won't stop saying it.

Quote:I don't have to prove anything to anybody other than myself, but this wasn't ever about proving anything as much as it was me sharing my theories with you because you were in need of a way to see a possibility for your own implementation.

Again, you're misstating what's happened. I was posting to get Smarty Pantsp to think about his own game design, not because I need someone to give me an implementation for my own work. You responded to the datacenter comment by stating how your design was going to be able to not melt down a server, and how flexible it was, which is also not the goal of what I was stating. As a matter of fact:

Quote:My point, as I said, was to do with the technical difficulties of freeform play, and the choas that inevitably ensues if the game is total freeform play.

So, there's the context, and anything you say about what I meant after I clearly stated my purpose in saying it (before you had chosen to respond, I might add), means less in that light. The fact that you jumped in with what you were doing with your game while I was talking to someone else about theirs points to you indeed needing to prove something. Do that in a blog. With screenies. Everyone likes screenies, especially the cute colorful ones...

And that's the last post I have on that matter in these forums. Take it up with me in email if you still have a problem (it's in my profile).
#33
01/07/2008 (12:52 pm)
I recommend people try Crackdown on the Xbox 360. Is very free form, plays smoothly, and yet is focused at the same time. You're basically a genetically enhanced cop who evolves into a super-hero type character as you gain experience. The AI is dumb but fun enough, the city is detailed and big/diverse. In my opinion, it's an excellent example of how to balance free-form with focus.
#34
01/07/2008 (3:52 pm)
fun
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