From: Jim Choate <ravage@EINSTEIN.ssz.com>
To: cypherpunks@EINSTEIN.ssz.com (Cypherpunks Distributed Remailer)
Message Hash: 98376a3993384ca52a6eb48418e0e544a1f1db2a16d93f3a8642cc5f7ea52358
Message ID: <199810232335.SAA14639@einstein.ssz.com>
Reply To: N/A
UTC Datetime: 1998-10-23 23:43:08 UTC
Raw Date: Sat, 24 Oct 1998 07:43:08 +0800
From: Jim Choate <ravage@EINSTEIN.ssz.com>
Date: Sat, 24 Oct 1998 07:43:08 +0800
To: cypherpunks@EINSTEIN.ssz.com (Cypherpunks Distributed Remailer)
Subject: Re: Mildly opinionated rambling on the computer/boardgame flamewar (fwd)
Message-ID: <199810232335.SAA14639@einstein.ssz.com>
MIME-Version: 1.0
Content-Type: text
Forwarded message:
> Date: Fri, 23 Oct 1998 16:48:37 -0500
> From: "David \"Inky\" Scott" <daves@interoz.com>
> Subject: Re: Mildly opinionated rambling on the computer/boardgame flamewar
> I've said it before and I'll say it again. You can't send a computer to
> the corner store for snacks and drinks. Nor can six or seven players
> easily cluster around a computer game all at once and be working on
> setting up their next turn/movement/etc. Nor is computer gaming a truly
> social gathering, which is the primary reason why many of us play these
> games.
Well *current* games certainly aren't. But that is no indication they must
be that way.
A good example platform that is currently available is Beowulf Linux. If
each player were to ethernet their machines via a hub then they would all in
effect be participating in a game equivalent in human interaction to any
boardgame. This would allow the concept of distributed game servers. If
you're only playing on your machine it's going to be limited. As the number
of machines increases the capability goes up as well. Of course it could be
done over regular machines without the support in the kernel. Set up an api
that provides access to an analog of the 'r' commands in Unix. Then the
necessary graphics and sound engines, graphics libraries, rules engine, ai.
Change the graphics libraries, rules engine, and ai and you have a
completely different game. This would allow two different modes of playfield
geometry. One would be where every player has an identical map. Another
would be where each player has a different map and they are edge-to-edge
according to some algorithm (which wouldn't have to be Cartesian). Have the
basic structure of the game be a 3 dimension, time enabled (it has a game
clock) array. By changing the scale of the display 'unit cube' play at
different levels could be engaged in. When you're networked to other players
your local ai might give you hints or suggestions, or the ai's could take on
the role of moderator. Maket he basic interface webable and you're ready to
go.
____________________________________________________________________
To know what is right and not to do it is the worst cowardice.
Confucius
The Armadillo Group ,::////;::-. James Choate
Austin, Tx /:'///// ``::>/|/ ravage@ssz.com
www.ssz.com .', |||| `/( e\ 512-451-7087
-====~~mm-'`-```-mm --'-
--------------------------------------------------------------------
Return to October 1998
Return to “Jim Choate <ravage@EINSTEIN.ssz.com>”
1998-10-23 (Sat, 24 Oct 1998 07:43:08 +0800) - Re: Mildly opinionated rambling on the computer/boardgame flamewar (fwd) - Jim Choate <ravage@EINSTEIN.ssz.com>