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Re: Real-time or Turn-based?



I'm going to let Todd hit the first part of this thread 'cause I think
his ideas in that direction are better fleshed out than mine.

> Multiplayer or multiplayer internet? Games/stories won't fly unless they
> are on the internet I think... That's a rather harsh one sided opinion, but
> in the long run, it's probably a better thing.

I don't think the transport medium much matters, but IP based networks
seem to be the way to go, IP is pretty much universal; modems over
POTS lines will disappear in the near future.

Before I get too far into this I should mention that at last year's
SIGGRAPH I made particularly bad choices on which sessions to go to,
but ended up in one where I heard three of the heavyweights in
location-based entertainment talking about their experiences and they
said that long-distance network play failed for them. Not for any
technical reasons, but because it was much easier for the
socialization that created the rivalries and the sense of community to
happen when everyone was frequently in the same room together.

> The only thing I could think of it this regard is to implement some
> sort of Wandering Mind mechanic. Sure, we don't want to watch every
> single bite of my date, but as we boring engage in conversation with a
> horrible AI (note to self: get Turing on game dev team), we day dream.

Hey! I hadn't thought about flashbacks for the temporal filler! Thank you!

Dan