[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Real-time or Turn-based?





Hmmm not much to say really. the transport layer is irrelavent with ONE
glaring exception...Latency! If you have faith in the broad band people this
will go away soon. I half believe them and think latency will go away not so
soon.  A multiplayer near real time enviorment with lag time as great as 2-3
seconds needs to be incorporated into the design.  My current soloution
deals with autonomous agents talking to the story engine but I don't think
we are ready to jump down that well today/



-T

Subject: Re: Real-time or Turn-based?


>I'm going to let Todd hit the first part of this thread 'cause I think
>his ideas in that direction are better fleshed out than mine.
>
>> Multiplayer or multiplayer internet? Games/stories won't fly unless they
>> are on the internet I think... That's a rather harsh one sided opinion,
but
>> in the long run, it's probably a better thing.
>
>I don't think the transport medium much matters, but IP based networks
>seem to be the way to go, IP is pretty much universal; modems over
>POTS lines will disappear in the near future.
>
>Before I get too far into this I should mention that at last year's
>SIGGRAPH I made particularly bad choices on which sessions to go to,
>but ended up in one where I heard three of the heavyweights in
>location-based entertainment talking about their experiences and they
>said that long-distance network play failed for them. Not for any
>technical reasons, but because it was much easier for the
>socialization that created the rivalries and the sense of community to
>happen when everyone was frequently in the same room together.
>
>> The only thing I could think of it this regard is to implement some
>> sort of Wandering Mind mechanic. Sure, we don't want to watch every
>> single bite of my date, but as we boring engage in conversation with a
>> horrible AI (note to self: get Turing on game dev team), we day dream.
>
>Hey! I hadn't thought about flashbacks for the temporal filler! Thank you!
>
>Dan
>