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Re: Film Noir Simulation
At 14:53 -0500 2/6/01, WFreitag@aol.com wrote:
>but include in that world a detective non-player
>character who follows the player's career. By uncovering, that is, retelling,
>the player's story a few moves behind, the detective character would perhaps
>give the player a better sense of his evolving history as a story. (The
>detective, of course, could also be a useful game mechanism, presenting the
>danger of "getting too close" and ending the player's career.) Also the
>developer could experiment with the process of how the detective's story is
>generated, perhaps learning how to make the detective's story "a better
>story" in its own right.
Hm.. that actually wasn't what I had in mind.. I had in mind a
situation where the player IS the detective.. But your idea is really
fascinating! You're basically thinking of a situation where the
computer is telling tall tales for you about your life, hyping up
your adventures... That's pretty cool! :) Hm. I somehow feel that
that's a totally different idea, though.. one where the key is more
in how to tell a good story based on true events than in generating
interesting events in the first place..
At 14:53 -0500 2/6/01, WFreitag@aol.com wrote:
>Your variation, if I understand it right, would be to let the player play in
>a simulated world in typical fashion (with the usual get-to-be-top-dog
>objectives and game play)
Actually, one aspect I'm wondering about is whether I can avoid the
"high score" style of objective, and make uncovering the connections
its own reward. That is, I'm trying to imagine a game where there
isn't necessarily a score at all.. but that there is enough variation
in gameplay and the dynamically/interactively generated storylines,
that the gameplay itself IS the objective..
Of course, I wouldn't mind compromising if that's over-ambitious, and
work in external motivations as well. :)
-ToastyKen
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| Kenneth Lu - kenlu@mit.edu - http://www.mit.edu/~kenlu/ |
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| "Life is far too important to be taken seriously." |
| |
| -- Oscar Wilde |
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