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Way coolMay 31st, 2006 |
Over in Second Life, a user has created an emergent artificial life simulation that grows plants, rains, and so on.
This sort of thing is, to my mind, the future of dynamic world environments; in order to get away from static worlds, we have to have plausible reasons why things change. Natural resources and natural shifts in them offer plausible reasons for AIs to behave differently over time. Add in users affecting abundance or scarcity, and you get systems with changing dynamics. If it doesn’t spin out of control, that is.
But you can curb that with balancing mechanisms.
Going to a simulation level also allows players to interact with the world and actually affect it.
Ironically, based on what I’ve seen and done, I’d guess that it’s far cheaper to make a world this way than the traditional way.
Edit:
Given that Kotaku just reblogged this, we may get invaded.
Therefore, I should mention that there are graphical virtual world projects that have done similar stuff on the world level.
SL’s clouds are a 3d cellular automata system already, else this couldn’t have been done. There was also a nice fish flocking algorithm demonstrated within SL a while back.
Was it Dark & Light that had ice forming over fjords in the winter? I remember seeing that at a demo a few years ago at GDC (they just released, but I haven’t checked them out yet…).
And of course, UO’s original ecology system was based on artificial life principles, where objects had abstract properties and therefore could theoretically interact with each other on the basis of things like “I, a dragon, need food, but the temperature killed the plants off, so the deer moved to hunt other plants, so I will have to range farther too, and the first meat I will find will be people.”
I have commented on this before, so it’s not like the whole dyanmic world via simulation is new.
On MUD-Dev those of us who favored it were termed “simulationists.”
Some interesting discussion on the subject can be found here that includes a link to John Arras’ paper describing and discussing his fully generated MUD.

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points out
Monet asiat toimivat Svargalla funktionaalisesti, mutta myös estetiikalla on paikkansa. Esimerkiksi auringon laskiessa maahan laskeutuu pimeys, jossa voi havainnoida lepakoiden ja muiden yöeläinten liikehdintää. Täällä jatäällä visioidaan, mitä kaikkea tämäntyyppisillä simuloinneilla voitaisiin tulevaisuudessa saada aikaan. Via Edge.
had mothballed their accounts said it was special — artificial intelligence, growth, realistic flora and fauna. It was this week’s “Business Week” for new memberships. Hamlet blogged it…so did many others; Raph Koster pronounced these ecosystems “the future of dynamic world environments”. Laukosargas Svarog, an old and honoured SL resident, made a special island in which the flowers and trees grow naturally, i.e. from seeds, and the climate changes, adjusting to the growth — there are clouds, rain — everything. Amazing! I’ll bet
[...] Comments [...]
[...] Way Cool [Raph Koster] [...]
[...] Previous | Though as late its more often been referenced for its seamier underbelly and devious denial of service attacks, MMO vet Raph Koster points out an exciting emerging technology cropping up in Second Life’s landscape. [...]
[...] Recently, some readers asked for posts that were more game-design centered. Since there was talk recently of the virtual ecological modeling that a Second Life user created, I thought I might talk a little bit about how the original resource system in Ultima Online worked. It’s more virtual world design than game design, but it has a lot of implications for game systems. Pretty much everything I am writing here has been published before in one place or another, but a lot of the old UO interviews and articles are not on the Internet, so it’s all been lost, and I imagine folks newer to the whole virtual world thing may never have heard about it. [...]
[...] - SL Resident Rik Riel posted a fascinating meditation on the relation between Svaraga and Al Gore’s new documentary, An Inconvenient Truth. - Renowned game developer Raph Koster (Ultima Online, Star Wars Galaxies) dubbed Svarga "the future of dynamic world environments". I hope the deep impact of Raph’s post is grasped: one of the top MMORPG designers working now is taking cues from the content creation of a Second Life resident.And remember, if you have an event coming up in the next seven days and want to suggest it for NWN Events of the Week, read the submission guidelines, and send it my way. [...]
[...] {Update: I’ve found that Raph Koster has posted about this as well – Link. Read the comments.} [...]
[...] Via Raph Koster, a user in Second Life has created an artificial ecology, complete with unplanned evolution of new plant species, etc. Even bees that carry pollen from plant to plant, fueling the cycle. Lovely! I agree with Raph — this sort of thing is the future of MMOs. I can’t think of any other (comparably satisfying) way to keep the environment from feeling static and unnatural over time. [...]
[...] It reminds me that article about the simulated world in Second Life. That’s a place you visit. It’s not a place where you stay and play. [...]
[...] Way coolOver in Second Life, a user has created an emergent artificial life simulation that grows plants, rains, and so on. This sort of thing is, to my mind, the future of dynamic world environments; in order to get away from static worlds, … [...]
[...] The result of a year’s work, Laukosargas Svarog’s island of Svarga (direct portal here) is a fully-functioning ecosystem, adding life or something like it to the verdant-looking but arid pallette Linden Lab offers with its world. It begins with her artificial clouds, which are pushed along by Linden’s internal wind system. "If I was to turn off the clouds the whole system would die in about six hours," she tells me. "Turn off the bees and [the plants stop] growing, because nothing gets pollinated. And it’s the transfer of pollen that signals the plants to drop seeds. The seeds blow in the wind, and if they land on good ground according to different rules for each species, they grow when they receive rain water from the clouds. It’s all interdependent." Source: Raph: Way Cool [...]
[...] It reminds me that article about the simulated world in Second Life. That’s a place you visit. It’s not a place where you stay and play. [...]
[...] reported by Raph Koster and Gameology, a Second Life user, Laukosargas Svarog, is creating a functioning ecosystem in that [...]