[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Several points
- To: Dan Lyke <danlyke@flutterby.com>
- Subject: Re: Several points
- From: "Kenneth K. Lu" <kenlu@MIT.EDU>
- Date: Tue, 30 Jan 2001 19:50:45 -0500
- Cc: idrama@flutterby.com
- In-Reply-To: Your message of "Tue, 30 Jan 2001 16:15:01 PST." <14967.22789.752324.774611@wynand.flutterby.com>
- Sender: owner-idrama@flutterby.com
Dan Lyke said:
>Fulfilling story, except for certain genres of farce and comedy (from
>which a few of the action genres draw heavily), needs a meaning for
>each change and each action. If you're mucking with those changes and
>actions based on the expectations of your audience you're destroying
>the underlying meaning and dramatic structure.
>
>If, on the other hand, you play with the symbols and icons that appeal
>to each audience without changing the structure, that's just messing
>with the retelling.
And, conversely (in perhaps a somewhat erasmatronish way), what if we
can have an author write down the rules for those underlying
meanings and structure.. but allow a computer to drastically alter
the superficial details based on the player's actions?
And the author may perhaps write these rules in a flexible way.. i.e.,
good will always triumph over evil somehow.. as a general rule.. but
allow the computer to figure out how to accomplish that while fitting
into the player's actions?
That way, the author achieves their goal of sending a the message
they want to send.. but they won't know in advance just how that
message will be sent!
-ToastyKen
------------------------------
| Kenneth Lu - kenlu@mit.edu |
| http://www.mit.edu/~kenlu/ |
------------------------------