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By N2H
欢迎拉夫乌韦科斯特的个人网站: MMOs ,游戏,写作,艺术,音乐,书籍。

UO’s resource system, part 2 UO的资源系统,第2部分

June 4th, 2006 2006年6月4号

Last time I wrote about the basic structure of how the resource data worked in the original design for Ultima Online . 我最后一次写的基本结构是如何工作的资源数据的原始设计, 网络创世纪 Now I’ll talk a bit more about applications of that data.现在我要谈点更多的应用数据。

A world with properties 世界与性能

The UO world was a tile-based environment broken up into “chunks” that were 8×8 tiles.在UO的世界是一个瓷砖的环境分为“块”是8 × 8瓦。 The map was static data — there was no way to modify it, and it was built by assembling the tiles, which were fairly small, one at a time in a worldbuilding editor.该地图是静态数据-有没有办法修改,并建立了组装的瓷砖,这是相当小,一次一个在w orldbuilding编辑器。 We had an assortment of tools to ease this process, that allowed us to “paint” grass or trees or even outline buildings quickly and easily, roofs included.我们有各种各样的工具,以缓解这一进程,这使我们能够“油漆”草或树木,甚至建筑物轮廓快速,方便地,屋顶包括在内。 We ended up writing an assortment of additional tools in the game’s scripting language as well, to speed up the process.我们结束了书面各种各样的额外的工具在游戏中的脚本语言以及,以加快这一进程。

Static items had some big advantages — they did not need to be streamed down because they were replicated on the client, and they didn’t incur significant server-side storage.静态项目有一些大的优势-他们不需要流下降,因为他们复制到用户端,他们没有发生重大的服务器端的存储空间。 However, since the world was static, that meant that each tile and each tree was merely a lookup into an art table.然而,由于世界上静态的,这意味着每瓦和每个树只是一个查找到的艺术就座。 They couldn’t have properties, including any resource data, and they couldn’t run scripts.他们可能没有财产,包括任何资源数据,以及他们无法运行脚本。 This meant that we had gone to all that effort to make trees be made out of wood, but then the trees we built the world with couldn’t store that fact.这意味着我们已经向所有的努力,使树木被制成木材,但随后的树木,我们建立了世界上不能存储了这一事实。

The solution the programmers came up with was “chunk eggs.” Basically an invisible dynamic object sat in each chunk.该解决方案的程序员想出了“大块鸡蛋。 ”基本上一种无形的动态对象坐在每块。 When the world came up, this egg analyzed the static art that resided in that chunk, and set itself to produce the resources that this art would have produced were it made of “real” objects and not just set dressing.当世界来到了,这个蛋的静态分析,艺术,居住在这一块,并为自己生产的资源,这将有最先进的生产有它的“真实”的对象,而不仅仅是一套更衣室。 If there were nothing but grass tiles there, then the chunk egg produced grass to the tune of 64 grass tiles’ worth.如果有什么,但有草砖,然后大块草鸡蛋生产的64个调整基层瓦片'的价值。 If there were trees, then it also produced wood, and so on.如果有树,那么它也产生了木材,等等。

We used this to make every bit of exposed rock in the world produce ORE, which was the first step in refining metal in the crafting system, and to make every bit of water produce WATER, and so on.我们利用这一尽位的岩石暴露在世界上生产矿,这是第一步,提炼金属的工艺系统,并尽一切位的水产生水,等等。

The downside to this, of course, was that there weren’t actually five trees in a chunk — there was one invisible one.缺点这一点,当然是有没有真正的树木五个一大块-有一个看不见的人。 Trying to harvest wood from any of the trees actually harvested it from the chunk egg.试图收获木材的任何树木采伐实际上它从卵块。 This was why you could harvest a lot of wood from one tree, and find that you had exhausted all the adjacent ones.这就是为什么你可以收获大量的木材从一个树,找到你已经用尽了所有邻近的。 This later led to “8×8 macroing” and various other clever adaptations to the environment.这导致了后来“ 8 × 8 macroing ”和其他各种巧妙的适应环境。

Dynamic objects didn’t have all these troubles, and in fact, there were parts of the world which were dynamic objects.动态物体没有所有这些麻烦,而且事实上,有部分的世界是动态的物体。 Fruit trees, for example, were “real,” and were hand-placed trees with scripts on them.果树例如, “真正” ,并有手放在树对他们的脚本。 As I recall, this script was bugged pretty much my entire tenure at Origin, and for years after, which is bad because I wrote it.我记得,这个剧本是非常窃听我的整个任期在原产地,以及多年后,这是坏,因为我写的。 It simply checked when the tree was clicked on; if the tree had sufficient FRUIT resource on it, it would create a fruit of the appropriate type for what tree it was, and move the resources off the tree and onto the new fruit.它只是检查时,树被点击的,如果树有足够的水果资源,它会造成果实适当的类型什么是树,并推动了资源的树木和进入新的成果。 Thus you could harvest apples from the apple trees in Lord British’s garden.因此,你可以收获的苹果从苹果树主英国的花园。 The FRUIT resource on the tree had a regrowth rate, so you could pick all the apples from it, but eventually they would grow back.果树资源的树了生长速度,这样您就可以选择所有的苹果,但最终他们将增长回来。

This sort of process, of moving resources from one thing to another, is the core strength of the resource system.这样的过程中,移动资源从一件事到另一国,是核心力量,资源系统。 You could look at an object and treat it abstractly.你可以看一个对象,并把它抽象。 Not too long after, a very similar system was used in Thief , permitting water arrows or buckets of water or indeed anything that had the WATER property to douse fires.后不久,一个非常类似的系统被用于盗贼 ,允许水箭头或水桶的水或实际上任何有水的财产扑灭火灾。

This sort of thing would have permitted many cool effects that we refrained from putting in. For example, a fireball could easily have caught every wooden or cloth possession on fire.这样的事情会允许许多很酷的影响,我们不把英寸例如,一团火球可以很容易地捕获每一个木制或布管着火。 A rust monster could have destroyed all of your metal objects with every hit.阿锈怪物可以摧毁所有的金属物体都击中。

Some of the examples of moving resources from thing to thing were truly nuts.一些例子移动资源的事情的事情真正坚果。 The craziest script was perhaps the “bladed” script.在疯狂的脚本也许是“刀刃”的脚本。 This was attached to everything with a sharp edge on it: axes, knives, swords, whatever.这是附在一切急剧边缘上:斧头,刀,剑,不管。 If it was used on wood, it would chop wood away.如果它是对木材使用,它将砍木头了。 If it was used on cloth, it would cut it up into strips and then bandages.如果是用于布,它将削减其成条状,然后绷带。 If it was used on a carcass, you would dress the carcass and get fur and meat.如果是用于胴体,你会穿着胴体并获得毛皮和肉类。 Cut up the meat further and you could get filets.切了肉,你还可以filets 。

The most extravagant use of this was when Dan Rubenfield extended the bladed script to work on cutting up corpses into a rather disturbing array of bits, including allowing the harvesting of skulls.最奢侈的使用,这是丹Rubenfield时,延长了刀片的脚本工作切割的尸体到了一个相当令人不安的一系列位,其中包括允许采伐的头骨。 This ended up being removed when the game launched in Europe, but not before some of the battle-hardened playerkillers had engaged in cannibalism (MEAT was MEAT after all) and the collecting of their victims’ ears.这最终被取消比赛时,在欧洲上市,但在此之前的一些战斗硬化playerkillers从事食(肉后,所有的肉类)和收集受害者的耳朵。

Applications for AI 人工智能的应用

I already described the basics of how this system interacted with AI.我已经描述了基本的制度如何与人工智能互动。 It began at the first first level, with spawning.它开始的第一首一级,产卵。 UO’s spawning system originally worked based on there being a surplus of resources in the world. UO的产卵系统原先工作的基础上有一个多余的资源在世界上。 If there was a lot of GRASS laying about, then it would select from the list of templates that ate GRASS.如果有很多基层的铺设,然后将选取清单中的模板,吃草地上。 If there was then an abundance of MEAT, it would spawn MEAT-eaters.如果有那么丰富的肉,这将引发肉类食用。 In other words, it worked by the scientifically discredited mechanism of abiogenesis , or “spontaneous generation,” as opposed to being defined by static spawn locations.换句话说,它的科学信誉机制abiogenesis ,或“自发的一代” ,而不是静态定义的产卵地点。

To help shape the world, invisible boxes were drawn on it that could each have their own list of what sort of things spawned in it.为了帮助塑造世界,无形的箱子,利用它,可能都有自己的名单,什么样的事情中产生。 The list of GRASS-eaters in the jungle could therefore be different from the list of GRASS-eaters in a pine forest.清单基层吃在丛林中,因此可以从不同的清单基层吃在松树林。 Alas, there was no concept of temperature, humidity, or other such natural variables in the original system, or else climate alone could well have taken care of this.唉,没有任何概念的温度,湿度,或其他自然因素,例如在原来的制度,否则,气候很可能仅仅照顾了这一点。

This “spawn region” system eventually took over all the spawning in the game, ignoring the resource system altogether for reasons I will talk about later.这种“产卵区”系统最终接管了所有的产卵场比赛中,忽视了资源的系统完全出于我会谈谈以后。 Spawn regions have an advantage of their predecessor system of spawn points, of course, because they can span larger areas and make spawning a little less predictable — yet can be made as small as is neede for replicating the purpose of a spawn point.菌种地区具有优势的前任系统的产卵点,当然,因为它们可以跨大区,使产卵少可预见的-然而,可小n eede是复制的目的产卵点。

Originally, the new objects (for things like resources, wheat and other crops, and the like, were also spawned this way) were actually withdrawn from a “resource bank.” This meant that when the bank was overdrawn of MEAT, nothing that used MEAT could spawn until some of the MEAT in the world was destroyed and therefore returned to the bank.原来,新的对象(如资源,小麦和其他作物等,也催生这种方式) ,实际上退出了“资源库。 ”这就意味着,当银行透支的肉,没有使用肉可以产卵,直到一些肉在世界上被破坏,因此,返回银行。 This “closed economy” was famously written about by Zach Simpson, where he rightfully identified it as a core problem with UO’s economic system.这种“封闭经济”是著名的书面由扎克辛普森,他理所当然地识别出这是一个核心问题, UO的经济体系。 In retrospect, should more have kept spawning, it would not have mattered, because the resultant plants and animals would have starved to death without sufficient food anyway.回想起来,应该更多的不断产卵,它不会有重要的,因为由此产生的植物和动物会饿死,没有足够的食物反正。

The famous dragon example that got so much press when UO was in development went something like this: 著名舞龙例如,有这么多记者时, UO是在发展到这样的事情:

Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either.几乎所有的世界,从基层到小鬼,有一个目的,而不是仅仅当作炮灰的。 The “virtual ecology,” as Starr Long, the game’s associate producer calls it, affects nearly every aspect of the game world, from the very small to the very large. “虚拟生态环境, ”作为斯塔尔长,游戏的副制片人要求它,几乎影响到每一个方面的游戏世界,从非常小的非常大。 If the rabbit population suddenly drops (because some gung-ho adventurer was trying out his new mace) then wolves may have to find different food sources - say, deer.如果兔人口突然下降(因为有些贡浩冒险家正在他新的梅斯) ,然后狼可能找到不同的食物来源-也就是说,鹿。 When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack.当鹿人口下降,因此,当地的舞龙,无法找到食物,他的习惯,可以进入当地的村庄和攻击。 Since all of this happens automatically, it generates numerous adventure possibilities.由于这一切发生的自动,它会产生许多冒险的可能性。

Rabbits were GRASS eaters.兔草吃。 They spawned, thereby bringing a small amount of MEAT into the world.他们催生,从而使少量的肉类融入世界。 They ate grass, and meanwhile, also resulted in spawning wolves, which are there to eat their MEAT.他们吃基层,同时,也导致产卵狼,这是有吃他们的肉。

However, players are also after the rabbits, so the wolves end up hungry.然而,球员也后的兔子,所以狼最终饿了。 Some would die off.有些人会死了。 But all animals in the original UO design levelled up just like players; a wolf who had been in a lot of scrapes could get tougher.但是,所有的动物在原来的设计为平地UO最多的球员一样;狼谁一直在大量的擦伤可以强硬。 (This led to some truly amusing early alpha experiences whereby players who let bunnies escape would effectively train up Pythonesque killer rabbits; I watched these lay waste to entire packs of wolves — and newbies! — who mistook them for easy prey.) (这导致一些真正有趣的早期经验,即甲型球员谁让兔子能有效地躲避训练Pythonesque杀手兔;我看着这些废物,以奠定整个包狼-和新手! -谁误以为他们容易受骗。)

Normally, a single wolf would not attack a deer, because the deer was too big a hunk of meat for its “bite.” However, put more wolves together and they summed together their “bite,” making them willing to attack fairly large things.通常情况下,一个单一的狼不会攻打鹿,因为鹿是太大的大块肉的“咬的。 ”然而,投入更多的狼在一起,他们一起总结他们的“咬” ,使他们愿意攻击相当大的事情。 So if players harvested the bunnies, the wolves were going to move on to attacking other, larger bits of meat.所以,如果球员收获的兔子,狼要转向攻击其他较大位的肉类。 Players included.运动员包括在内。

Originally, there was no concept of “aggro” in the game.原来,没有任何概念的“ aggro ”的游戏。 Hunger or greed was the only reason why creatures attacked.饥饿或贪婪的唯一原因生物的攻击。 This was overruled by some of the other folks on the team, who felt that from a game experience point of view, certain creatures should always be dangerous.这是推翻了其他一些人的球队,谁认为,从比赛经验的角度来看,某些动物应该永远是危险的。

Should the wolves clear out the deer, then whatever ate the deer would then need to find other prey as well.如果狼明确了鹿,那么无论吃鹿然后将需要寻找其他猎物的。 “Bite size” imposed a lower threshold on what something would go after as well. “咬大小”实行了较低的门槛上什么东西会后也。 A dragon, with a large stomach size, eating MEAT in big gulps, would not be willing to hunt down rabbits.龙拥有大量的肚子大小,吃肉大gulps ,将不会愿意追捕兔子。 But it might well find a human a tasty snack if it came across one.但它很可能找到一个人的好吃零食,如果碰到一个。

Dragons would not normally be right next to player cities, of course.南钢通常不会是正确的球员旁边的城市,当然。 But if the deer that normally existed in between the players and the dragon’s lair were gone, the dragon’s search radius away from its home might well carry it to the village…但是,如果鹿,通常存在于之间的球员和龙的巢穴都不见了,龙的搜索半径远离其家庭很可能会进行到村...

Most of this is actually fairly straightforward, in terms of AI implementation.大多数这实际上是相当简单,在条件大赦国际的执行。 The basic AI behavior of a creature was大赦国际的基本行为是动物

  • If I’m hungry, search for items that produce stuff on my FOOD list, and attack or eat them.如果我饿了,寻找项目,生产的东西在我的食品名单,并攻击或吃。 Wander as far as needed to accomplish this.漂移就需要做到这一点。

  • If I am not hungry, then start looking for a home base.如果我没有挨饿,然后开始寻找一个大本营。 If I already have one, then go there.如果我已经有一个,然后去那里。 If I get hungry while doing this, go back to hunting for food.如果我饿了,而这样做,回去寻找食物。
  • If I am sheltered and not hungry, then look around for stuff that I just like.如果我的庇护,而不是饿了,然后环顾四周的东西,我喜欢。 If I can pick it up, bring it to my shelter.如果我能捡起来,把它送到我的住所。 If not, just hang around there — until I get hungry.如果不是,只是挂在那里-直到我饿了。

At one point, we had effects like beggars who had desires for GOLD, and thus followed rich players in the street.在一个点上,我们已经像乞丐影响了谁的欲望的金矿,从而丰富的球员随后在街头。 We had bears who would hang out in their cave, but would wander over to hang around near beehives.我们将承担谁挂在他们的洞穴,但漫步在挂起蜂箱周围。 All that stuff worked.所有这一切东西的工作。 The problem was that the constant radial searches were incredibly expensive, and so was all the pathfinding.问题是,不断径向搜查难以置信的昂贵,因此是所有pathfinding 。

One of the first things to go was the search frequency.其中的第一件事是去寻找频率。 Next, the step was taken to put every creature to “sleep” when players were not nearby.其次,采取的步骤是将一切造物,以“睡眠”时,球员们并不附近。 This change alone really ruins the large-scale ecological applications completely.这种变化实在遗址仅大规模的生态应用完全。 On top of that, the issues with spawning “overdrawing” the bank were not foreseen; in practice, it wasn’t MEAT that resulted in creatures not spawning.最重要的是,这些问题与产卵“透支”银行没有预见;在实践中,没有肉,导致动物不产卵。 It was all the FUR and whatnot that ended up hoarded by players that prevented the deer and rabbits from returning.这是所有的毛皮和诸如此类的东西结束了囤积的球员,阻止鹿和兔子返回。

The last big element, however, was that there were a fair amount of team members who saw the whole system as a boondoggle, and not worth pursuing.最后大因素,但是,有相当数量的队员们谁看到了整个系统作为一个boondoggle ,不值得推行。 Alas, one of them also ended up in charge of implementing it in beta.不幸的是,其中一人也结束了负责执行它的测试版。 By beta time, systems that used to work in alpha no longer did.通过测试的时间,系统,用于工作的阿尔法不再了。

This meant that we never got to the second stage of implementation on it, which would have been hooking it into quests.这意味着,我们从来没有向第二阶段的实施,这将是连接到追求。 But I will talk about that next time.不过,我会谈论下一次。

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  1. MMORPG - Raph Koster über die UO Resourcen Teil 2 wrote on 游戏-尤伯杯拉夫乌韦科斯特死于U OR esourcen总论第2写道0

    [...] Dynamic objects didn’t have all these troubles, and in fact, there were parts of the world which were dynamic objects. [...]动态物体没有所有这些麻烦,而且事实上,有部分的世界是动态的物体。 Fruit trees, for example, were “real,” and were hand-placed trees with scripts on them. 果树例如, “真正” ,并有手放在树对他们的脚本。 As I recall, this script was bugged pretty much my entire tenure at Origin, and for years after, which is bad because I wrote it. 我记得,这个剧本是非常窃听我的整个任期在原产地,以及多年后,这是坏,因为我写的。 It simply checked when the tree was clicked on; if the tree had sufficient FRUIT resource on it, it would create a fruit of the appropriate type for what tree it was, and move the resources off the tree and onto the new fruit. 它只是检查时,树被点击的,如果树有足够的水果资源,它会造成果实适当的类型什么是树,并推动了资源的树木和进入新的成果。 Thus you could harvest apples from the apple trees in Lord British’s garden. 因此,你可以收获的苹果从苹果树主英国的花园。 The FRUIT resource on the tree had a regrowth rate, so you could pick all the apples from it, but eventually they would grow back. 果树资源的树了生长速度,这样您就可以选择所有的苹果,但最终他们将增长回来。 This sort of process, of moving resources from one thing to another, is the core strength of the resource system. 这样的过程中,移动资源从一件事到另一国,是核心力量,资源系统。 You could look at an object and treat it abstractly. 你可以看一个对象,并把它抽象。 Not too long after, a very similar system was used in Thief, permitting water arrows or buckets of water or indeed anything that had the WATER property to douse fires. 后不久,一个非常类似的系统被用于盗贼,允许水箭头或水桶的水或实际上任何有水的财产扑灭火灾。 This sort of thing would have permitted many cool effects that we refrained from putting in. For example, a fireball could easily have caught every wooden or cloth possession on fire. 这样的事情会允许许多很酷的影响,我们不把英寸例如,一团火球可以很容易地捕获每一个木制或布管着火。 A rust monster could have destroyed all of your metal objects with every hit. 阿锈怪物可以摧毁所有的金属物体都击中。 Some of the examples of moving resources from thing to thing were truly nuts. 一些例子移动资源的事情的事情真正坚果。 The craziest script was perhaps the “bladed” script. 在疯狂的脚本也许是“刀刃”的脚本。 This was attached to everything with a sharp edge on it: axes, knives, swords, whatever. 这是附在一切急剧边缘上:斧头,刀,剑,不管。 If it was used on wood, it would chop wood away. 如果它是对木材使用,它将砍木头了。 If it was used on cloth, it would cut it up into strips and then bandages. 如果是用于布,它将削减其成条状,然后绷带。 If it was used on a carcass, you would dress the carcass and get fur and meat. 如果是用于胴体,你会穿着胴体并获得毛皮和肉类。 Cut up the meat further and you could get filets. 切了肉,你还可以filets 。 The most extravagant use of this was when Dan Rubenfield extended the bladed script to work on cutting up corpses into a rather disturbing array of bits, including allowing the harvesting of skulls. 最奢侈的使用,这是丹Rubenfield时,延长了刀片的脚本工作切割的尸体到了一个相当令人不安的一系列位,其中包括允许采伐的头骨。 This ended up being removed when the game launched in Europe, but not before some of the battle-hardened playerkillers had engaged in cannibalism (MEAT was MEAT after all) and the collecting of their victims’ ears. 这最终被取消比赛时,在欧洲上市,但在此之前的一些战斗硬化playerkillers从事食(肉后,所有的肉类)和收集受害者的耳朵。 Link: UOUltima Online von Electronic Arts.’s resource system, part 2 150)?150:this.scrollHeight)”> __________________ The tools suck! 链接:冯UOUltima在线电子艺术。氏资源系统,第2部分150 ) ? 150 : this.scrollHeight ) “ ” __________________的工具吸! — Raph Koster [...] -拉夫乌韦科斯特[ ...]

  2. News, opinions, articles, tips & tricks on game development with an Indie twist. wrote on 新闻,观点,文章,秘诀与技巧的游戏开发的独立的扭曲。写道

    thing then became the world itself. 事情后来成为世界本身。 Raph Koster has recently begun a series of blog posts about some of the orginal design concepts behind the design of UO’s virtual world. 拉夫乌韦科斯特最近已开始了一系列的博客帖子的一些原始设计理念设计的UO的虚拟世界。 In part one, he talks about the original ideas for the resource system. 在第一部分,他谈到了原来的想法,资源系统。 Inpart two, he describes the actual application of the resource system and some of what went wrong with it. Inpart两年,他介绍了实际应用的资源系统和一些出了什么差错的。 Both posts are great reads if you are even slightly curious about game design. 这两个职位都是伟大的内容如果你甚至略有好奇游戏设计。 My gears are certainly cranking after reading them and I 我国齿轮当然是手摇读他们和我

  3. WorldIV » UO, Simulationist AI and Maslow’s Heirarchy wrote on WorldIV » UO , Simulationist AI和马斯洛的层次上写道

    [...] Raph Koster has a series of articles on aspects of the AI that was intended (but not fully realized) for Ultima Online (my first graphical MMO and a game for which I still have fond memories). [...]拉夫乌韦科斯特了一系列的条款方面的人工智能,目的是(但没有完全实现)的创世纪在线(我的第一个图形化网络游戏和比赛,我仍然有美好的回忆) 。 [...] [...]

  4. Broken Toys » Blog Archive » It’s All About The Rabbits wrote on 残破的玩具» blog存档»这是所有关于该兔发表文章

    [...] Raph Koster weighs in with a fascinating discussion of what went into UO’s gloriously failed ecology design. [...]拉夫乌韦科斯特重量与一个迷人的讨论什么进入UO的光荣失败生态设计。 (Part 1, Part 2, Part 3 to come). (第1部分,第2部分,第3部分来) 。 [...] [...]

  5. Friends wrote on 写道

    [...] http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/Last time I wrote about the basic structure of how the resource data worked in the original design for Ultima Online. [...] http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/Last当时我写的基本结构是如何工作的资源数据的原始设计网络创世纪。 Now I’ll talk a bit more about applications of that data. 现在我要谈点更多的应用数据。 A world with properties [...] 世界与性能[...]

  6. Virtual ecology - Warhammer Alliance wrote on 虚拟生态-战锤联盟发表文章2

    [...] Virtual ecology I could write about virtual ecology, but I think Raph Koster is much better at explaining it. [...]虚拟生态我可以写的虚拟生态环境,但我认为拉夫乌韦科斯特是更好地解释它。 I usually don’t agree with him but this is the first time he shows something I actually like. 我通常不同意他,但,这是他第一次表明了我真的喜欢。 The following shows how UO was originally designed (it was never fully implemented). 以下显示了如何UO的最初目的是(这是从来没有充分执行) 。 It would be nice to see this implemented in WAR or other games. 这将是很好地看到这一实施战争或其他游戏。 I am not sure why games almost always use the old aggro system, spawn system, etc. Anyway, just read the following links. http://www.raphkoster.com/2006/06/03…source-system/ http://www.raphkoster.com/2006/06/04…system-part-2/ [...] 我不知道为什么游戏几乎都是使用旧的aggro系统,产卵系统等,总之,只要阅读以下链接。 http://www.raphkoster.com/2006/06/03 ...源系统/ http:/ / www.raphkoster.com/2006/06/04 ...系统的一部分- 2 / [...]

  7. Raph’s Website » UO’s resource system, part 3 wrote on 拉夫乌韦的网站» UO的资源系统,第3部分发表文章

    [...] Shop « UO’s resource system, part 2 | [...] [...]店« UO的资源系统,第2部分| [...]

  8. Eclectic Mayhem: Ben Darnell's blog wrote on 折衷传奇:本达内尔的博客上写道

    I’ve now written two posts that were far lengthier than I anticipated, about the way that UO’s resource system was originally intended to work. 我现在写了两员额,远远比我更长预期的方式, UO的资源系统,原打算工作。 The first dealt with underlying data structures, and the second withapplications of those data structures to the actual world. 第一个涉及基本的数据结构,第二withapplications这些数据结构的实际世界。 I want to talk a bit about future directions that we didn’t get to pursue. 我想谈点未来的方向,我们没能实现。 Cool ways to use what we already had The mining system in UO was an example of “transmutation” in action. 酷如何利用我们已经有采矿系统的UO是一个例子, “嬗变”的行动。 We placed ORE in the chunk eggs based on the presence of 我们把矿石中的大块的基础上鸡蛋的存在

  9. Nephilim wrote on Nephilim发表文章

    that describe the process they used to create the resources system used in Ultima Online. 这说明过程中,他们用来建立系统的资源用于网络创世纪。 Some interesting stuff in there from a virtual world design standpoint. 一些有趣的东西在那里从一个虚拟世界设计的角度。 Here are the three articles: Part One is about the underlying data structures.Part Two is about the application of those data structures to the virtual world. 这里是三条:第一部分是有关基本数据structures.Part二是对运用这些数据结构的虚拟世界。 Part Three is about the future directions they didn’t get to pursue with UO, and an ample source of ideas for your own creations. 第三部分是关于未来的方向,他们没能继续与UO ,以及充足的思想来源为自己的作品。

  10. RPGDX > Forums > Design and programming > UO Resources System wrote on RPGDX “论坛”的设计与编程“ UO资源系统上写道

    [...] Just FYI, Raph Koster, author of "A Theory of Fun," just finished blogging a series of articles that describe the process they used to create the resources system used in Ultima Online. [...]仅供参考,拉夫乌韦科斯特的作者, “一个有趣的理论, ”刚刚完成博客的一系列文章描述的过程中,他们用来建立系统的资源用于网络创世纪。 Some interesting stuff in there if you’re looking to build a more environment-based RPG (as opposed to scripted, console-style). 一些有趣的东西在那里,如果您正在寻找建立一个更环境为基础的角色扮演(而不是剧本,控制台风格) 。 Here are the three articles: Part One is about the underlying data structures. 这里是三条:第一部分是有关基本数据结构。 Part Two is about the application of those data structures to the virtual world. 第二部分是关于运用这些数据结构的虚拟世界。 Part Three is about the future directions they didn’t get to pursue with UO, and an ample source of ideas for your own creations. 第三部分是关于未来的方向,他们没能继续与UO ,以及充足的思想来源为自己的作品。 Those articles reminded me of the permeating magic discussion we had a while back, and makes me want to go back and revisit it. 这些文章使我想起神奇的渗透,我们讨论了一段时间回来,让我回去重新考虑。 Heh._________________Visit the Sacraments web site to play the game and read articles about its development. Heh._________________Visit的圣礼网站,玩游戏和阅读文章的发展。 [...] [...]

  11. Ultima Online ChatZone - UO’s resource system wrote on 网络创世纪ChatZone -U O的资源系统上写道2

    [...] rnum=Math.round(Math.random() * 100000); document.write(”); Ultima Online Chatzone MAIN    UP    REPLY UO’s resource system Zappa 12.195.89.1306/6/2006 12:45:54 PM This explains alot about how things worked in the game that us players were only able to delve into on the bare surface. [...] rnum = Math.round ( Math.random ( ) * 100000 ) ;文件撰写( “ ) ;网络创世纪Chatzone栏目行动答复UO的资源系统扎帕12.195.89.1306/6/2006 12:45 : 54分这说明了很多关于如何工作的游戏,我们的球员们只能深入探讨在光秃秃的表面。 It is a very nice read on something that few people notice.http://www.raphkoster.com/2006/06/03/uos-resource-system/http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ [...] 这是一个非常好的阅读这几个人notice.http : / / www.raphkoster.com/2006/06/03/uos-resource-system/http://www.raphkoster.com/2006/06/04 / uos-resource-system-part-2/http : / / www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ [...]

  12. MMOG Nation wrote on 多人在线游戏民族写道月7日

    I loves me some Raph Koster. 余爱我一些拉夫乌韦科斯特。 He has a discussion of Ultima Online’s resource system that spansthree articles, and is completley worth a read. 他讨论了网络创世纪的资源系统, spansthree条款,并completley值得一读。 He references the ‘Playing to Bake Bread‘ article he wrote a while back in the article, and I should point out that’s well worth a look too. 他引用了'打烤面包'的文章,他写了一回,而在文章中,我要指出,很值得看一看了。 We ended up saying that a given object (which was still 我们最后说,某一特定对象(但仍

  13. Reverence Online Forums-viewtopic-Crafting thoughts and background! wrote on 尊敬的网上论坛, viewtopic工艺的想法和背景!发表文章

    [...] Have you guys seen this? http://www.raphkoster.com/2006/06/03/uo…ce-system/ http://www.raphkoster.com/2006/06/04/uo…em-part-2/ http://www.raphkoster.com/2006/06/05/uo…em-part-3/_________________-Marcaaus http://ctprofiles.net/951789 [...] [...]有你们看到了这一点? http://www.raphkoster.com/2006/06/03/uo ...策系统/ http://www.raphkoster.com/2006/06/04/uo ...他们部分的2 / http://www.raphkoster.com/2006/06/05/uo ... em-part-3/_________________-Marcaaus http://ctprofiles.net/951789 [...]

  14. Madscientist.net wrote on Madscientist.net发表文章

    post two, post three) about the resource system in Ultima Online, how it was suppose to work, and why it didn’t. What is really interesting, at least to me, is how the resource system was suppose to tie very heavily to the behavior of creatures. 两年后,后三)关于资源系统网络创世纪,它是如何被假设工作,以及为什么它没有这样做。什么是真的很有趣,至少对我来说,是如何系统的资源是假设,以配合非常沉重,以行为的动物。

  15. Tales of the Rampant Coyote wrote on 传说猖獗的狼发表文章

    More Interesting AI Raph Koster has posted a GOLD MINE of information on the ecological / economic systems of Ultima Online (see part 1,part 2, and part 3), and a discussion on the “dumbing down” of NPCS in MMORPGs. 更有趣的人工智能拉夫乌韦科斯特发布了金矿的信息生态/经济系统的网络创世纪(见第1部分,第2部分和第3部分) ,并讨论了“ dumbing下降”的筹备在MMORPG游戏。 Raph’s comments go on how these sophisticated plans for Ultima Online and Star Wars Galaxies were eventually deep-sixed in favor of maintainability and simplicity (not to mention 拉夫乌韦的意见如何去这些尖端的计划,网络创世纪和星球大战最终被深sixed有利于维护和简单(更不用提

  16. C# Game Development: >A tightly packaged bundle of analogies. C #中游戏开发: “紧密捆绑包装的类比。 Pick up? 拿起? (Y/N) wrote on (是/否)上写道

    [...] selected Teeside as my Uni next year for a computer games programming masters. [...]选定Teeside作为我明年大学的计算机游戏编程的主人。 Today I worked on a C# DirectX Form that’sa basic tile engine. 今天,我工作的一个C #的DirectX表格这是一个基本的瓷砖引擎。 With only a DirectX enabled form (clearing a panel to apackaged bundle of analogies. Pick up? (Y/N) target=”_top”>Furl | Newsgator | Rojo | MyYahoo # posted by Dan @ 12:06 PM    Comments: Post a Comment Links to this post: Seelinks to this post   posted by @ if (typeof BL_addOnLoadEvent == ‘function’) { BL_addOnLoadEvent(function() { BL_writeBacklinks(); }); } [...] 只有形式的DirectX启用(清理小组, apackaged捆绑的类比。挑选了吗? (元Y / N )的目标= “ _top ” “卷| Newsgator |罗霍| MyYahoo #张贴丹@下午十二点06评论:张贴评论此文章的连结: Seelinks这一职务张贴@如果( typeof BL_addOnLoadEvent == '功能' ) ( BL_addOnLoadEvent (函数( ) ( BL_writeBacklinks ( ) ; ) ) ; ) [...]

  17. Mining For Fish wrote on 挖掘鱼写道

    part 2, part 3). 第2部分,一部分3 ) 。 I recommend these articles not only for the obvious reasons of examining what was attempted before and why it failed, but because these links will be of particular interest to anyone who has taken the time to read my thesis and found the 我建议这些条款不仅为明显的原因审查什么是企图之前和失败原因,而是因为这些联系将特别关心的人谁也抽出时间阅读我的论文,发现

  18. The ORIGINAL UO - UOGamers Forums wrote on UO的烂-U OGamers论坛发表文章2

    [...] The ORIGINAL UO This is a series of articles written by one of the original designers of Ultima Online, Raph Koster. 颇[...]的UO这是一个系列文章的一个原始设计网络创世纪,拉夫乌韦科斯特。 He used to work at Sony Interactive or whoever produced Star Wars Galaxies, which was supposedly UO’s successor. 他曾在索尼工作互动或谁生产的星球大战,这是理应UO的继任者。 I never played it, I don’t know. 我从来没有发挥它,我不知道。 These articles describe the way the world of Brittannia was supposed to have worked. 这些条款的方式描述世界的Brittannia是要努力。 They’re a little geeky, and you need to understand at least a little bit about how computers work and games are programmed to really wrap your head around how amazing this idea was. 他们是什么怪异,你需要了解至少有一点关于如何工作和计算机游戏程序,真正总结你的脑袋周围如何惊人的这一想法。 It never made it to UO’s release because of technical difficulties (slow computers back in 1997). 它从来没有以UO的发布,因为技术方面的困难(缓慢的电脑早在1997年) 。 However, I think it’s worth a read, and might be worth some consideration the next time the team goes to revamp monster spawns or wants to add quests or anything like that. 但是,我认为这是值得一读,并可能值得一些考虑在下一次车队前往怪物滋长改造或要添加任务或类似的。 The article is broken up into 3 parts, and they don’t link to each other, so I’ll link them seperately here. 本文分为3部分,不链接到对方,所以我会联系他们分别在这里。 UO’s Resource System: Part 1 UO’s Resource System: Part 2 UO’s Resource System: Part 3 [...] UO的资源系统:第1部分UO的资源系统:第2部分UO的资源系统:第3部分[...]

  19. Water wrote on 写就

    Original post:UO’s resource system, part 2 by at Google Blog Search: water 原职: UO的资源系统,第2部分由谷歌博客搜索:水

  20. Fireside Chat 2: On Matters Military - Page 8 - Duchy of Wessex Forums wrote on 炉边聊天2 :在军事问题-页8 -威塞克斯大公国论坛上写道06

    [...] Hurray! [...]华友 I would love to see some naval combat! 我喜欢看到一些海军作战! The Duchy needs a coast guard 需要的大公海岸防卫队 :磷 I like the formation ideas although in combat, it would be quite a sight to see. 我喜欢思想的形成虽然在战斗中,这将是相当视线看到的。 The Borrowers used to just hide a group and send in a quick theif to start some trouble then run away with an angry mob chasing him right into the ambush. 借款用于仅隐藏一组并发送了快速小偷开始有些麻烦然后逃跑与愤怒的暴民追逐他有权进入伏击。 This worked very well when UO introduced the houses (before they complicated them). 这工作非常出色时,介绍了UO的房屋(之前他们复杂) 。 Although it may not seem like a very honorable form of combat it is very effective >.< People loose their heads when they think they’ve got some easy bait http://www.raphkoster.com/2006/06/04…system-part-2/ "An example that comes to mind is the Trinsic Borrowers and their army of slimes that crashed the shard and forced an update that made slimes no longer divide." 虽然它可能不会看起来像是一个非常光荣形式的打击是非常有效的“ 。 ”松散人民头上时,他们认为他们已经有了一些很容易诱饵系统http://www.raphkoster.com/2006/06/04 ...部分- 2 / “一个例子,我们想到的是Trinsic借款人和他们的军队的泥,坠毁的陶片和被迫的更新,使泥不再鸿沟” 。 I miss the good old days… [...] 我怀念的美好时光... [...]

  21. IGDA SAN DIEGO » Ultima Online on the Operating Table wrote on IGDA圣迭戈»网络创世纪运行表上写道

    [...] Ultima Online’s Resource System II [...] [...]网络创世纪资源系统第二[...]

  22. MMOz - Ultima Online wrote on MMOz -网络创世纪上写道0

    [...] The core of what Kristen and I had talked about on that road trip was putting abstracted properties onto objects. [...]的核心是克里斯汀和我谈到了这条道路旅行抽象性能使物体上。 Rather than building a recipe out of the item ID numbers for every object that worldbuilders had made that was “raw wood,” we would instead track that the object was made of wood. 而不是建立一个食谱了该项目的身份证号码为每个对象worldbuilders了这是“原材料木材, ”我们将不是跟踪该物体是木材。 And then the crafting code could just query, “is this wood?” and if so, do things with it. 然后起草代码只能查询, “这是木材? ”如果是的话,做事情的。 … We ended up saying that a given object (which was still defined in a template) could have as part of it, a set of resources. ...我们最后说,某一特定对象(但仍界定一个模板)可以作为它的一部分,这是一套资源。 A resource was just a label — nothing more and nothing less. 资源只是一个标签-仅此而已。 (Much later, in SWG, that team would introduce the concept of resources with stats, but that’sa post for another day.) The server had a list of the resources that existed in the world, and designers could create new ones fairly readily. (后来,在子工作组,该小组将引进的概念,资源统计,但是这是个又一天。 )服务器已经列出了资源,存在于世界各地,设计师可以创造新的比较容易。 Resources were things like METAL, WOOD, and CLOTH. 资源,像金属,木材,和布。 But they were also things like MAGIC and PLAYER and other such abstract qualities. 但是,他们也像魔法和球员和其他这类抽象的素质。 UO’s resource system, part 2 on Raph Koster Permalink | 1 Comment | Post a Comment Ultima Online Bring a Friend to Britannia Program May 28, 2006 - 11:25 AM Ultima Online Bring a Friend to Britannia Program [...] UO的资源系统,第2部分对拉夫乌韦科斯特永久| 1条评论|张贴评论网络创世纪把朋友不列颠计划2006年5月28日-上午十一时二十五网络创世纪把朋友不列颠计划[ ...]

  23. Lost Rambling: June 2006 wrote on 失落的漫话: 2006年6月发表文章

    [...] was originally planned/attempted in the early UO and the reasons that it didn’t work (Part 1, 2, 3).Which is very interesting to me, since I have been reading up what I can. [...]原定/试图在早期UO的原因,它没有工作( 1 , 2 , 3 ) 。这是非常有趣的我,因为我一直在读了我可以。 In a strangely [...] 在一个奇怪的[...]

  24. Raph's Original UO Resource System - RunUO Gaming Network wrote on 拉夫乌韦的原件UO资源系统-R unUO游戏网络上写道0

    [...] regularly blogs at his website. [...]定期博客在自己的网站。 I don’t care! 我不在乎! What about the original resource system? 什么原始资源系统? Articles: 1 2 3 There’s also a lot more information on game design to be found on the website and plenty of [...] 文章: 1 2 3还有更多的资料,游戏设计要找到的网站和大量的[...]

  25. Mischiefblog wrote on Mischiefblog发表文章

    was kind enough to repost his UO resource system write-up, long lost (and missed by me as reference material)–of course he did this in June 2006 when I was concerned with things like interviewing for a new job. 是一种足够的转贴他的UO资源系统注销了,早已失去(与怀念我作为参考材料) ,当然,他这样做是在2006年6月当我感到关切的是,像面试一份新工作。 UO’s Resource System (part 1) UO’s Resource System (part 2) UO’s Resource System (part 3) UO的资源系统(第一部分) UO的资源系统(第二部分) UO资源系统(第三部分)

  26. VR Community Forums : :: View topic - UO's Resource System wrote on 虚拟社区论坛: : :查看主题-U O的资源系统上写道2

    [...] of articles by Raph Koster on UO’s (planned and never fully implemented) Resource System: Part 1 Part 2 Part 3 This is pretty much the reason I got into MMOs in the first place - I was thoroughly [...] [...]的文章拉夫乌韦科斯特对UO的(计划,并没有完全实施)资源系统:第1部分第2部分第3部分这是相当的原因,我进入MMOs摆在首位-我被彻底[ 。 .. ]

  27. RLMMO :: View topic - Ecosystems wrote on RLMMO : :查看主题-生态系统写道0

    [...] to explain when I started this thread. http://www.raphkoster.com/2006/06/03/uos-resource-system/ http://www.raphkoster.com/2006/06/04/uos-resource-system-part-2/ http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/ Damn, I want an MMO that has [...] [...]解释当我开始这个线程。 http://www.raphkoster.com/2006/06/03/uos-resource-system/ http://www.raphkoster.com/2006/06/04 / uos资源系统的一部分- 2 / http://www.raphkoster.com/2006/06/05/uos-resource-system-part-3/哎呀,我想一个网络游戏已[...]

  28. Metaplace.info forums • View topic - Some unofficial research... wrote on Metaplace.info论坛•查看主题-一些非官方的研究. ..发表文章2

    [...] you have no idea what he’s talking about,http://www.raphkoster.com/2006/06/03/uo … ce-system/http://www.raphkoster.com/2006/06/04/uo … em-part-2/http://www.raphkoster.com/2006/06/05/uo … [...] [...]你不知道自己在说些什么, http://www.raphkoster.com/2006/06/03/uo ... ce-system/http : / / www.raphkoster.com/2006/ 06/04/uo ... em-part-2/http : / / www.raphkoster.com/2006/06/05/uo ... [...]

  29. Genetik und Züchtung wrote on Genetik与Züchtung上写道

    [...] muss noch darüber nachdenken :-)Bis dahin kann ich das hier empfehlen:UO's ressource systemUO's ressource system 2UO's ressource system 3by Raph CosterUngefähr so möchten wir es handhaben. [...]护尚未darüber nachdenken :-)双dahin卡恩脑出血存在这里empfehlen : UO的ressource systemUO的ressource系统2UO的ressource系统3by拉夫乌韦CosterUngefähr世界投资报告,以便möchten方块handhaben 。 Wenn du es [...] 东方网杜方块[...]

  30. MMO Round Table :: View topic - Fun-Factor in MMOs wrote on 网络游戏圆桌会议: :查看主题-趣味因子在M MOs发表文章2

    [...] have the environment generate quests as illustrated through this article series by Raph Koster: 1 2 3 4. [...]的环境为生成任务说明通过这一系列的文章拉夫乌韦科斯特: 1 2 3 4 。 But with a system like that it would be very complicated to have actual quest lines with good [...] 但是,一个系统一样,那将是非常复杂的实际追求线具有良好[...]

  31. "Leveling" Monsters - Page 2 - Darkfall Forums wrote on “平”怪物-第2页- Da rkfall论坛发表文章20

    [...] He wrote some pretty interesting stuff about the UO resource system that can be found Here Part 1 Here Part 2 and Here Part 3. [...]他写一些非常有趣的东西的UO资源系统,可以在这里找到第1部分在第2部分和第3部分在这里。 This has been posted before, but most of the people around these days are new so [...] 这已收到,但大多数周围的人这几天是新的,以便[...]

  32. The Joshua Tree: A Decade of Ultima Online wrote on 在约书亚树:一个十年网络创世纪上写道

    [...] and getting PK’d all the time as I mined ore (which was always gone due to the now-defunct resource bank system). [...]和越来越PK'd所有的时间,我开采矿石(这是总是由于现在已不存在的资源库系统) 。 I took some time off for a few years but eventually found my way back. 我在一段时间了几年,但最终找到了我的方式回来。 A lot had changed [...] 很多改变了[...]

  33. Madscientist.net - Thoughts and theories on games and gaming from Evan Sampson wrote on Madscientist.net -思想和理论的游戏和博彩从埃文桑普森上写道0

    [...] Koster wrote an interesting three part post (post one, post two, post three) about the resource system in Ultima Online, how it was suppose to work, and why it [...] [...]科斯特写一个有趣的三个组成部分后(后一,两年后,后三)关于资源系统网络创世纪,它是如何被假设工作,以及为什么它[...]

Reader Comments 读者评论
  1. MikeRozak said on MikeRozak说,

    The last big element, however, was that there were a fair amount of team members who saw the whole system as a boondoggle, and not worth pursuing.最后大因素,但是,有相当数量的队员们谁看到了整个系统作为一个boondoggle ,不值得推行。 Alas, one of them also ended up in charge of implementing it in beta.不幸的是,其中一人也结束了负责执行它的测试版。 By beta time, systems that used to work in alpha no longer did.通过测试的时间,系统,用于工作的阿尔法不再了。

    Funny how stuff mysteriously finds its way (or not) into the final code…有趣的东西如何认定其神秘的方式(或不)进入最后的代码...

    The question I want to know the answer to is this: Why hasn’t anyone implimented your AI/ecology since?这个问题我想知道的答案是这样的:为什么没有人implimented您的铝/生态自? Some possibilities:一些可能性:

    1) It really was a boondoggle. 1 )这真的是一个boondoggle 。

    or

    2) The broken implimentation scared everyone off from the idea, much as Tron scared movies away from heavily using computer graphics for 10 years. 2 )打破implimentation每个人都害怕,从思想,多创害怕电影远离大量使用计算机图形学的10 岁。

    or

    3) Most players just want to kill wolves and dragons that always respawn in the same spot and mindlessly wander about in the same 10′ x 10′ area.

    Note: As a partial answer to my question, I’ll point out that Obilivion has somewhat similar mechanics for their NPCs… sleep, eat, work. The extra complexity makes quests a bit more interesting, particularly when thieving.

  2. Ferum said on

    “The problem was that the constant radial searches were incredibly expensive, and so was all the pathfinding.”

    That was in 1997 (or earlier), since that time, according to Moore’s law, computing speed has increased to, at least, 10 times the speed you were working with. Would such a system be feasible today?

  3. Raph said on

    The Sims ended up addressing the radial searches by simply reversing the model: instead of the entities constantly doing searches, the entities instead broadcast their production values to things nearby.

    Pathfinding, alas, still costs a ton, because of the increased complexity of the environments.

    One approach that may be fruitful is again demonstrated by the Sims — having a fine grid with fall-off from broadcast sources. Then the pathfinding can fall back from A* to simple hillclimbing.

    Mike, I think the answers are inertia, complexity, lack of seeing the benefits, and desire by players for predictability.

  4. Ryan said on

    Probably one of the most interesting reads I’ve had this week. I never actually played UO beyond about the first 10 minutes of it in 2000, but having read this I wish I had explored it more. It’s nice to know that the ideas are out there and hopefully something like this global ecology can exist in the not-too-far future.

  5. Jeff said on

    A lot of what you outlined is what I missed (and was expecting) when UO launched, and I dearly hoped we were going to see in SWG when it began. Some of those activities seemed to be there in the random spawns and the way wild creatures interacted in the environment, but it never hit that “alive” feeling that I wanted.

    You have one subscriber right here if you can convince another team to give it a go, and to stick with the design through all the bumps in the road!

  6. SirBruce said on

    Raph mentioned predictability as being one of the barriers to such a system becoming accepted. It seems to me also that there’sa very narrow range in which a system like this can properly be tuned. Obviously you don’t want dragon attacks happening all the time when players go out to kill bunnies, so you need to come up with just the right amount of bunnies. And since player populations vary considerably over time, you either have to have that scale just right along with the number of players, or set a very high threshold. And then if it’s so high it never gets encountered, the cool gameplay benefit of the system — random dragon attacks — never materializes. It’s probably easier to just script random dragon attacks.

    I can also see it leading to some really unfortunate gameplay choices once the players catch on. You might wind up with high level players killing all the bunnies and wolves and so on in an area just to get a dragon to show up. You probably don’t want that, since those lower-level resources are important to lower-level characters for other reasons. You want to elder players going after the dragon and the newbies going after the rabbits.

  7. Michael Chui said on

    You might wind up with high level players killing all the bunnies and wolves and so on in an area just to get a dragon to show up. You probably don’t want that, since those lower-level resources are important to lower-level characters for other reasons.

    To this, I would argue that this is an excellent reason to not have levels. Maybe you want the dragon to show up, so you kill all the rabbits and wolves, so you solve the puzzle of how to starve the dragon out of his lair in order to take it on. Perhaps, since this (might) naturally deprives a certain population of the game, then maybe there’sa way to compensate them for their loss. Perhaps a share of the items gained from the dragon’s corpse, or early dibs on resultant creations.

    That’sa completely different dynamic and environment from today’s MMORPG.

  8. Morgan said on

    SirBruce wrote: I can also see it leading to some really unfortunate gameplay choices once the players catch on.

    Right. In some form or another, what you described happened in Diablo 2/Diablo 2: Lord of Destruction with the Moo Moo Farm and the Diablo Clone.

    Michael Chui wrote: … then maybe there’s