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From: daedulus@eskimo.com (Erik Hermansen)
Subject: Re: Superfluous rooms (was: Gameplay theory: leaving object behind..)
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References: <1995Sep8.233605.25903@news.cs.indiana.edu> <43b1n9$9tq@nntp4.u.washington.edu> <DF1DxJ.MvI@eskimo.com> <43mc9m$jds@nic.lth.se>
Date: Wed, 20 Sep 1995 12:29:33 GMT
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In article <43mc9m$jds@nic.lth.se>, Magnus Olsson <mol@marvin.df.lth.se> wrote:
>In article <DF1DxJ.MvI@eskimo.com>, Erik Hermansen <daedulus@eskimo.com> wrote:
>I think you'll have to think about what you're trying to create:

Really it'd be just a gimmick.

These generated places aren't intended to be visited.  But they would be 
just detailed enough that if the player entered into one it might take 
some effort to figure out it was a nowhere place to be.  The player would 
be forced to pay attention to clues that would guide him to useful locations.

The programmer wouldn't make 400 rooms or anything like that.  There 
would just be some templates for rooms.  The rooms and their contents 
would be generated randomly.  But since you can use a random number seed, 
the locations could be generated consistently.

No, it wouldn't add much to the game at all.  It's just a different way 
of making a game world seem larger than it actually is and handling the 
irrelevant areas of a game.
-- 
*****************************************************************************
When in danger or in doubt, run in circles, scream and shout.

-----------------------------------------Erik Hermansen (daedulus@eskimo.com)
