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Re: Real-time or Turn-based?



>Hmmm not much to say really. the transport layer is irrelavent with ONE
>glaring exception...Latency! If you have faith in the broad band people this
>will go away soon. I half believe them and think latency will go away not so
>soon.  A multiplayer near real time enviorment with lag time as great as 2-3
>seconds needs to be incorporated into the design.  My current soloution
>deals with autonomous agents talking to the story engine but I don't think
>we are ready to jump down that well today

I had totally forgot about latency in the whole real time ideal... Doesn't
latency really only make a difference in split second decisions like Quake
- fast action packed games? Would there be a lot of times in a IF world
where you would have 2 second kills, or 2 second decisions?

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