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> <channel><title>Comments on: Using scripting languages</title> <atom:link href="http://www.raphkoster.com/2007/11/02/using-scripting-languages/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Tue, 31 Jan 2012 17:20:38 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: L'art du script... : Anti Patterns</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129991</link> <dc:creator>L'art du script... : Anti Patterns</dc:creator> <pubDate>Sat, 24 Nov 2007 17:22:36 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129991</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in [...]</p></div> ]]></content:encoded> </item> <item><title>By: Kylotan's Developer Journal</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129989</link> <dc:creator>Kylotan's Developer Journal</dc:creator> <pubDate>Sat, 24 Nov 2007 08:37:51 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129989</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] merely coming up with a cool idea and selling it to someone else - it&#039;s about systems, as designer Raph Koster points out in a recent blog entry. Games are active and the design must manage the flow of the players and the non-players through [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] merely coming up with a cool idea and selling it to someone else &#8211; it&#8217;s about systems, as designer Raph Koster points out in a recent blog entry. Games are active and the design must manage the flow of the players and the non-players through [...]</p></div> ]]></content:encoded> </item> <item><title>By: Jeff McNeill &#187; Blog Archive &#187; links for 2007-11-13</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129699</link> <dc:creator>Jeff McNeill &#187; Blog Archive &#187; links for 2007-11-13</dc:creator> <pubDate>Tue, 13 Nov 2007 13:19:01 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129699</guid> <description>[...] Raph’s Website » Using scripting languages (tags: metaplace) [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph’s Website » Using scripting languages (tags: metaplace) [...]</p></div> ]]></content:encoded> </item> <item><title>By: Dr. Cat</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129606</link> <dc:creator>Dr. Cat</dc:creator> <pubDate>Thu, 08 Nov 2007 18:12:25 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129606</guid> <description>This just sounds like Chris Crawford&#039;s distinction between process intensive game mechanics, and data intensive game mechanics, as expounded in his book The Art of Computer Game Design back in the 1980s.  I still cite him on that often, to this day.</description> <content:encoded><![CDATA[<p>This just sounds like Chris Crawford&#8217;s distinction between process intensive game mechanics, and data intensive game mechanics, as expounded in his book The Art of Computer Game Design back in the 1980s.  I still cite him on that often, to this day.</p> ]]></content:encoded> </item> <item><title>By: Scripting Languages and Data Driven design</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129604</link> <dc:creator>Scripting Languages and Data Driven design</dc:creator> <pubDate>Thu, 08 Nov 2007 15:10:52 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129604</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] starts with a blog post about data driven design, Damian Schubert continues it and Raph Koster piles in.&#160; Very intersting reading.Now none of these people have even heard of RML.&#160; I wonder what [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] starts with a blog post about data driven design, Damian Schubert continues it and Raph Koster piles in.&nbsp; Very intersting reading.Now none of these people have even heard of RML.&nbsp; I wonder what [...]</p></div> ]]></content:encoded> </item> <item><title>By: Psychochild&#8217;s Blog &#187; The role of scripting for designers</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129594</link> <dc:creator>Psychochild&#8217;s Blog &#187; The role of scripting for designers</dc:creator> <pubDate>Thu, 08 Nov 2007 00:03:25 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129594</guid> <description>[...] often show them how it is possible.) Other people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] often show them how it is possible.) Other people have other strengths, and this is the point that Raph and Sara are talking at each other about. Someone like Sara, with a background and keen interest in [...]</p></div> ]]></content:encoded> </item> <item><title>By: NForget.com &#124; Level One, Nathan Forget's Blog &#187; Blog Archive &#187; links for 2007-11-06</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129576</link> <dc:creator>NForget.com &#124; Level One, Nathan Forget's Blog &#187; Blog Archive &#187; links for 2007-11-06</dc:creator> <pubDate>Tue, 06 Nov 2007 15:12:11 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129576</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph’s Website » Using scripting languages A discussion of the role of scripting in game development. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph’s Website » Using scripting languages A discussion of the role of scripting in game development. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Ben Sizer</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129554</link> <dc:creator>Ben Sizer</dc:creator> <pubDate>Mon, 05 Nov 2007 15:24:41 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129554</guid> <description>What is assembly language, but a very efficient data-driven system? You get given a few million boxes, and get told that putting certain values in boxes will achieve certain results, referencing other boxes to bring in extra information. The processor does the dirty work of interpreting the data and operating the system based on what it reads. All you have to do is decide which data to give it.
Of course, after putting up with this for a while, people decided that it would be better to invent some sort of compromise between this and natural languages, so that the data could be generated in a quicker and more intuitive way. And thus, programming languages were born.
I am being a little facetious there, but ultimately I feel that any purely data driven system of any degree of complexity will eventually evolve to a point where you&#039;re either continually asking coders to give you new building blocks to work around limitations of the old ones, or your blocks become so generic that you require new tools - new languages, essentially - to attach them together in an effective manner.
Languages are both powerful and user friendly at the same time, tools that we know are almost infinitely scalable from the youngest child to the most literate author. It&#039;s a shame that this isn&#039;t more widely recognised. (But then, look at how rare it is for developers to have something like The Sunday Poem on their blogs... I think that says it all, really.)</description> <content:encoded><![CDATA[<p>What is assembly language, but a very efficient data-driven system? You get given a few million boxes, and get told that putting certain values in boxes will achieve certain results, referencing other boxes to bring in extra information. The processor does the dirty work of interpreting the data and operating the system based on what it reads. All you have to do is decide which data to give it.</p><p>Of course, after putting up with this for a while, people decided that it would be better to invent some sort of compromise between this and natural languages, so that the data could be generated in a quicker and more intuitive way. And thus, programming languages were born.</p><p>I am being a little facetious there, but ultimately I feel that any purely data driven system of any degree of complexity will eventually evolve to a point where you&#8217;re either continually asking coders to give you new building blocks to work around limitations of the old ones, or your blocks become so generic that you require new tools &#8211; new languages, essentially &#8211; to attach them together in an effective manner.</p><p>Languages are both powerful and user friendly at the same time, tools that we know are almost infinitely scalable from the youngest child to the most literate author. It&#8217;s a shame that this isn&#8217;t more widely recognised. (But then, look at how rare it is for developers to have something like The Sunday Poem on their blogs&#8230; I think that says it all, really.)</p> ]]></content:encoded> </item> <item><title>By: Len Bullard</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129552</link> <dc:creator>Len Bullard</dc:creator> <pubDate>Mon, 05 Nov 2007 14:58:28 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129552</guid> <description>As someone who does both jobs for IT systems but also has to cat herd:  in a RAD, the data-driven tool generates the tedious, repetitive, gotta-have-it-but-don&#039;t-enjoy-it parts.   The programmer fills in the rest.  And no, specs are generally just as bad and worse, a lot more boilerplated.
The RAD is a very good tool for cat herding.   It means better maintenance, easier to follow structure, in a word, consistency.
Now the question is, is the value of a game five years past its release the same as for an IT system of equal cost to develop?
The difference between a virtual world and a database is enormous except for the wandering given a bad UI.  Creatively, I agree with you, Raph.  From a management perspective, I&#039;d hate to be signing the time sheets.</description> <content:encoded><![CDATA[<p>As someone who does both jobs for IT systems but also has to cat herd:  in a RAD, the data-driven tool generates the tedious, repetitive, gotta-have-it-but-don&#8217;t-enjoy-it parts.   The programmer fills in the rest.  And no, specs are generally just as bad and worse, a lot more boilerplated.</p><p>The RAD is a very good tool for cat herding.   It means better maintenance, easier to follow structure, in a word, consistency.</p><p>Now the question is, is the value of a game five years past its release the same as for an IT system of equal cost to develop?</p><p>The difference between a virtual world and a database is enormous except for the wandering given a bad UI.  Creatively, I agree with you, Raph.  From a management perspective, I&#8217;d hate to be signing the time sheets.</p> ]]></content:encoded> </item> <item><title>By: Jeff Freeman</title><link>http://www.raphkoster.com/2007/11/02/using-scripting-languages/comment-page-1/#comment-129526</link> <dc:creator>Jeff Freeman</dc:creator> <pubDate>Sat, 03 Nov 2007 21:29:12 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/11/02/using-scripting-languages/#comment-129526</guid> <description>&lt;blockquote&gt;a purely data driven system feels like wandering through a database.&lt;/blockquote&gt;
For the record, I &lt;em&gt;love&lt;/em&gt; wandering through databases.</description> <content:encoded><![CDATA[<blockquote><p>a purely data driven system feels like wandering through a database.</p></blockquote><p>For the record, I <em>love</em> wandering through databases.</p> ]]></content:encoded> </item> </channel> </rss>
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