Talk:Building a New Interactive Fiction System: Difference between revisions
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A couple of quick notes: First, I hate text where Random Words are Capitalized for No Good Reason. I don't know about everyone else, but I find capital letters to act as speed bumps when I'm reading something; they really slow me down. Wiki's typically use CamelCase as a way to generate quick links, but this wiki doesn't seem to support that. | |||
Second, the first section of the page seems to confuse the concept of a world model with it's implementation. It starts with fairly good definition, but then gets derailed. Allow me to paraphrase Graham Nelson's definition from DM4: | Second, the first section of the page seems to confuse the concept of a world model with it's implementation. It starts with fairly good definition, but then gets derailed. Allow me to paraphrase Graham Nelson's definition from DM4: | ||
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At this point, I would '''not''' discuss the rules that typically go into the six sub-sections that Graham lists. Remember, the point is not to create a world model, but to discuss the 'hows' and 'whys' of creating one. | At this point, I would '''not''' discuss the rules that typically go into the six sub-sections that Graham lists. Remember, the point is not to create a world model, but to discuss the 'hows' and 'whys' of creating one. | ||
-- [[User:Samwyse|Samwyse]] 06:36, 12 Feb 2005 (Central Standard Time) |
Revision as of 12:36, 12 February 2005
A couple of quick notes: First, I hate text where Random Words are Capitalized for No Good Reason. I don't know about everyone else, but I find capital letters to act as speed bumps when I'm reading something; they really slow me down. Wiki's typically use CamelCase as a way to generate quick links, but this wiki doesn't seem to support that.
Second, the first section of the page seems to confuse the concept of a world model with it's implementation. It starts with fairly good definition, but then gets derailed. Allow me to paraphrase Graham Nelson's definition from DM4:
[A world model] is a self-contained summary of the concepts and systematic organising principles used by [an interactive fiction system] to present the illusion of describing a physically real environment, with which the protagonist of a game interacts. All details of implementation [should be] ignored and [implementation details] either avoided or explained. While many of the rules are standard to all world models used for interactive fiction, some are not, and [the author should] remark on some of the more interesting cases. [One possible breakdown of a world model is] as follows: 1. Substance; 2. Containment; 3. Space; 4. Sense; 5. Time; 6. Action.
At this point, I would not discuss the rules that typically go into the six sub-sections that Graham lists. Remember, the point is not to create a world model, but to discuss the 'hows' and 'whys' of creating one.
-- Samwyse 06:36, 12 Feb 2005 (Central Standard Time)