<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution --> <!--X-From-R13: "Penaqba X. Dvpxzna" <nfurfNcp4.mraarg.pbz> --> <!--X-Date: Thu, 18 Sep 1997 03:03:47 +0000 --> <!--X-Message-Id: 199709180303.UAA32639#pc4,zennet.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:ashes#pc4,zennet.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01249.html">Previous</a> | <a href="msg01251.html">Next</a> ] Thread: [ <a href="msg01248.html">Previous</a> | <a href="msg01290.html">Next</a> ] Index: [ <A HREF="author.html#01250">Author</A> | <A HREF="#01250">Date</A> | <A HREF="thread.html#01250">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</LI> <LI><em>From</em>: "Brandon J. Rickman" <<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>></LI> <LI><em>Date</em>: Wed, 17 Sep 1997 20:03:36 -0700</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Wed, 17 Sep 1997 17:00:46 PST8PDT, clawrenc#cup,hp.com (The Man) wrote: >In <<A HREF="msg01224.html">199709160940.CAA30935#pc4,zennet.com</A>>, on 09/16/97 > at 08:51 AM, "Brandon J. Rickman" <ashes#pc4,zennet.com> said: >>Making things decay is tricky without introducing a weird kind of >>physics. >Not necessarily. You can also introduce various forms of carrion >consumers (for corpses), or variant forms for the other types of >decay. Carrion consumers are on the edge of funny physics. "Junk" consumers are very funny physics. I suppose a good definition of funny physics would be things that cause observably strange behavior... > Happy Forestland > The bloody corpse of a bunny is here. > A badger dashes from the woods, grabs the dead bunny, and disappears > back into his set. You hear the faint sound of chewing and the > pleased stomache grumbles of a well-fed badger. > >As always, taking a slightly different tack, I have my Trash >Collectors (TC's)as discussed earlier, which have their own in-built >ecology based on the avilability of objects for them to consume. They >more they can eat, the more they breed (spores). They more they >breed, they more they eat. If they starve to death (not enough >objects to consume) their spores will hatch along later, hopefully to >find more plentiful food supplies. > >The intended result is an entire species based on the ecology (and >economy, implicitly) of the supply of "uninteresting" objects. As a system you have built into your world this works and makes good sense. But would it work in a Big Universe? [-- clip out and save --] The Big Universe (alpha definition): An average creature can explore/ experience an area of size K in an average day. In a Big Universe we must maintain a reasonable amount of persistence in an area that is several magnitudes larger than K for each active creature. Most muds (lpmuds, MOOs, ...) keep track of an area that is roughly 10xK per creature. Single users CRPGs might keep track of 100xK. A Big Universe would be 1000xK or more. [-- clip out and save --] There are two fuzzy words in there: "reasonable" and "several". Oh, I suppose active creatures would just be the sentient ones. >[TC's snipped] >... >>So should we dismiss corpses as being relatively uninteresting >>details (aside from special corpse-related activities (hey!) like >>looting and sac'ing)? I guess it depends on the situation. > >As discussed previously: on eapproach is to look at corpses as a >resource. The question then becomes: what can I do that is >interesting with this resource. Corpses make good game resources. A different case: In some game, coins are used as money. When he is bored, Shoehorn likes to put a scratch on one side of all the coins in his pocket. He then spends these coins in various ways. If Shoehorn ever recieves a coin that has already been scratched he will add another scratch to make it an X. (I am hoping this will be a Big Universe problem.) Reasonable persistence: Shoehorn goes to a shop and buys a knife. He then waits outside the shop until it closes and mugs the owner. There should be at least one scratched coin in the owner's purse. >>(Somehow I have gotten obsessed with the specific case of corpses as >>opposed to the more general case of decaying the effects of players >>upon the world. But perhaps the answer is hidden in the details?) > >I think the problem is being looked at from the wrong end. Consider: > > There is a grassy field. > 50 players walk in single file across the field. > There is now a path across the grassy field. > It rains. > Time passes. > The grass grows. > The path dissappears. Yes, I like the idea. Will anyone ever notice? >More generally this can be reduced to a question of systems and >feedback points. The grassy field can be assumed to be a steady >state. Once the field has achieved the state of "uniformly >uninteresting grassy field", it can be considered as uncahnging from >that point on. Such a thing (a virgin field of grass) sounds like a rarity, but your mileage may vary. Who would ever bother going into the quite- uninteresting-forest-where-nothing-ever-happens? And what would they do there? Stomp on the grass and chop down some trees, of course. >So, now we have to plant and regrow grass, with its implicit resource >economies. A nation of gardeners? Where will the shopkeepers live? :) >Footprints in sand dunes, dust collections in undisturbed catacoombs, >etc, can all be treated the same way. There is a presumed steady >state, and a number of organic systems which attempt to re-establish >that state when it is disturbed. So tell me again why you are keeping track of an uninteresting place where no one ever goes? There is a difference between modeling systems that tend towards a steady state, and systems that could potentially end up in a steady state. The former is completely unnatural, the latter of dubious value as entertainment. - Brandon Rickman - ashes#zennet,com - While I have never previously found a need for a .sig, this may be considered one for the purposes of this list </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01303" HREF="msg01303.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="01290" HREF="msg01290.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01249.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01251.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01248.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01290.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01250"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01250"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Something complete different</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01297" HREF="msg01297.html">Re: [MUD-Dev] Something complete different</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:01 GMT </LI> </ul> <LI><strong><A NAME="01247" HREF="msg01247.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 17 Sep 1997, 23:54 GMT <UL> <LI><strong><A NAME="01256" HREF="msg01256.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 18 Sep 1997, 06:25 GMT </LI> </UL> </LI> </ul> <LI><strong><A NAME="01248" HREF="msg01248.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 18 Sep 1997, 01:56 GMT </LI> <LI><strong><A NAME="01250" HREF="msg01250.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 18 Sep 1997, 03:03 GMT <UL> <LI><strong><A NAME="01290" HREF="msg01290.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 19 Sep 1997, 22:30 GMT </LI> <LI><strong><A NAME="01303" HREF="msg01303.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 20 Sep 1997, 00:02 GMT </LI> </UL> </LI> <LI><strong><A NAME="01252" HREF="msg01252.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:02 GMT </LI> <LI><strong><A NAME="01254" HREF="msg01254.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 18 Sep 1997, 06:03 GMT </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>