Jed, folks,
> I still owe y'all a writeup of that talk I attended a couple weeks back.
> Sigh. Will try and do that soon. In the meantime, couple quick comments
> on Par's note:
Would be fun, but don't stress.
> > then again this is a "MMORPG"-crazed crowd.
> What's the "MMO" stand for? "Multi-Msomething Online"?
Massively Multiplayer Online. Apparantly "the industry" has decided
to reject this cumbersome acronym in favour of the (IMHO) dubious and
self-congratulatory "PSW" for "Persistent State World", snore.
> > (I assume everybody on this list agrees that high-level control of
> > virtual creature movement is pretty bloody important for telling
> > good 3D stories).
> Absolutely. This is why I'm a little less interested in VRML-level 3D
> languages at this point than I used to be; I want the implementation
> details to be hidden behind high-level language/good UI.
Yeah. We seem to have made that much of an advance in infrastructure,
at least: nobody seemed very interested in religious warfare over VRML,
Java3D, OpenGL vs DirectX, or other such low-level considerations.
> I would've said this is way too intuitive an approach to use in a
> computer game, but I think Par's description here of Wright's story-server
> sounds very similar in a lot of ways. I think it's a very cool idea, and
> potentially very promising -- though the devil is in the implementation
> details. But I would never have believed that The Sims would be possible,
> so I'll be very interested to see what happens with this, if anything.
I may have a chance to talk to Will Wright in the next couple of weeks
and I intend to grill him on this issue (which fascinates me). I'll let
you all know. :)
Zell