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Re: the Atmosphere Machine
>Depending on the model of human behavior used, I was originally
>thinking that the interface to the game was something on the order of
>the first three or four circuits of Leary's 7 circuits of
>consciousness model. Each an axis in N-space, and current emotional
>status was a position within that space, each action a vector applied
>to that emotional state, and attractors within that space to create a
>non-linear behavior system.
You'll have to send me a link to some of his emotional work, I've never
been into or gotten into Leary's work at all. I'd like to take a look at
his model - if at least anything, I'm in the mood to attempt to accomplish
growing a toenail toward a whole human being (if you get my poorly related
metaphor).
>We talked one night about indicating objects of interest and trying to
>back-parse how characters should behave from that. So Todd went home
>and watched Casablanca with a laser pointer. He said that went nowhere
>real fast. Without some sort of feeling of direct control on the world
>the user will be bored.
>
>But I don't necessarily want to provide "walk here. pick up that
>object." type control over the protagonist because people aren't used
>to role-playing, and while the audience has to empathize with the
>protagonist the protagonist can't be the audience.
There used to be an old mac game called Angel Devoid, where you had this
Emotional Choice type of thing which modified how situations were played.
You can pissed off, happy go lucky, and neutral. If you got pissed off to
quick, you were dead.
Perhaps something like the Daydream thing I recommended in another thread?
Something like a Thought Meter, always down in the bottom of the screen. Or
maybe not anywhere, but the actual border of the screen, changing colors
slightly when someone mouses over an important part. Or, a disjointed
amount of maddening interpretative words like "kill", "maim", "crush", and
"doll" passing by the Thought Meter when he/she passes a she/he.
>Otherwise the audience would be out living their own lives.
True, true, true. If at any time I seem to be trying to recreate the player
as a character, slap me - I don't intend to.
>One of the examples one woman at SIGGRAPH presented last year was a
>Macromedia example of people in a doctor's office, you could view the
>office through various character's eyes, looking at the different
>objects and getting different responses depending on how long you
>lingered. Wave the mouse over the "parenting" magazine from the eyes
>of the teenage girl and you got a baby's "coo". Linger a little longer
>and there were some motherhood sounds, a cry, comforting, that sort of
>thing. Click, and you got "You stupid slut. How could you?"
Bwa hahah - that's funny...
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