From: Bullard, Claude L (Len) (clbullar_at_ingr.com)
Date: 19 November 1998
Life doesn't guarantee that. Why should art?
Life isn't exactly nonlinear. Every day I come to this office, it is still beige. Someone could change that, but that requires an act of volition by an agent capable of committing the act. What life can't guarantee is that by the end of the day, my code is free of bugs and my wife won't be fighting with my kids when I get home. If we want to build fairy tales, then nail the witch to the tree and get on with happily ever after... or hansel and gretel depending on whose ending we are talking about.
I think for a single player, this kind of story can be built. For multiple players, it could be just a bit tougher. OTOH, to me the issue seems to be how to hide the deus ex machinas one needs to ensure transitions occur smoothly to keep the illusion solid.
OTW, does the user have to register
as a character so the profile is set, or do they set the
profile in advance and when they try to get around it,
are they corraled?
Len Bullard
Intergraph Public Safety
clbullar_at_ingr.com
Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h
> -----Original Message-----
> From: John D. DeCuir [SMTP:john_at_spiw.com]
>
> This seems to me like the ultimate goal of nonlinear storytelling.
> What I still grapple with is how to ensure that all possible
> outcomes lead up to an equally satisfying story-telling experience...
>
> Comments?
> -John
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