Continued from
here:
Israelite9191 said:
The problem is is that as a mod such computations simply add to the time it takes to do an update and distract from the more important functions of a mod, writing a storyline and carrying the NES forward.
Microsoft Excel.
Again, the complexity in and of itself is not impossible, but rather the fact that it adds more time and effort to the updating process. Also, I am still waiting for proof that the complexity doesn't detract from the updating.
See above. Which is faster: plugging numbers into a few fields and either approving of the results as a good approximation or rerunning them; or mentally imagining every battlefield and scenario of a war and metting out random events and such? Who takes longer to perform their task? The accountant, or the playwright?
They are still definately relavent, and here's proof for you: das.
There are always exceptions.
They can attest to whether or not there were serious advantages to the simplicity and story base of old NESes from experience that neither you nor I have.
That's great for them, but also liable to be generally biased (you will notice most of them have left because they do not like what NESing is now, hence their pineing) and irrelevent to this discussion. Greater complexity is here, presumably to stay. What they want or had they may seek out once more if they so choose, but that's not my concern, because I do not share their priority.
I was merely trying to bring us to the base of the argument rather than continuing to argue on particular instances and surface disagreements as these debates normally do. Additionally, I really don't see how I am being derisive. I am attempting to talk to you on an equal basis, but apparently you have a latent ageism that prevents it. If it really pains you so much to talk to those younger than you on an equal basis, I suggest you leave this forum, as most of the people here are teenagers, as I am sure you know.
I am speaking to the point of the general tone of righteousness you seem to have adopted in your statements lately regarding nearly every possible subject, which to my eye has the air about it of a schoolmaster scolding a pupil for an inadequate answer. It is galling. It is also something I will not tolerate lightly, particularly when directed at me. Your deflection of the point to ageism over an off-hand remark is a prime example--I'm only five years older. If this apparent attitude is not intentional on your part, fair enough, I am being perhaps overly hostile in my response to it, however I am not the only one to see it in your writing, nor the only one to be annoyed by it.
Deciding events should take a few days, but translating decisions into writing is a lot harder than you make it out to be. And yes, if you are going to write crap then it doesn't take any time at all to write 20 pages, but if you are going to write a quality update that fleshes out events and creates a drama and story to everything, then it takes much longer.
I assume your capabilities at writing are standard for everyone? Do we all write with equal proficiency? No, we do not. Maybe those are issues for you. However, for me, writing of events in narration is simple and fast. Analyzing situations fairly and objectively while accounting for detail is time-consuming. Deciding by fiat is cheap. Taking a week or more to update is crap. Therefore, for
my purposes, finding ways to reduce the time required for analysis is good. Presumably, since we are all different, this might also apply to other moderators. Even if it
doesn't, it doesn't particularly matter, as I don't design systems for them anyway, and the logic behind reducing time while maintaining quality is still sound and desirable in an age where updates are now taking
months instead of
days or even
weeks.
Human judgement is key to moding, and by using mathematical formulas you remove that element, thus transforming the Never Ending Story from a human driven, artistic endeavor into a calculator based computer game.
Because no creative game ever used numbers. This argument as presented basically boils down to stating that a random value determined by a machine is somehow inferior to a random value determined by a human. Which is precisely what is being generated when one is "artistic" and says "The Battle of Yorktown was fought in terrible weather, the skies gray and sheets of rain whipping across the fields. This gave the Americans a clear advantage over their British foes due to their use of unorthodox, guerilla tactics [...]" You decided it was raining and that that helped side X against Y. How is that different from a calculator giving you a random modifier to side X's capabilities, thus allowing them to defeat Y, then dressing it up utilizing language? It isn't. It's the same process, just in a reverse order. Numerical result leading to situational explanation, instead of situational explanation leading to numerical result. Different paths, same destination; one's a highway, the other's a two-lane road. You can pick which you want to go down, but for me, I know which is faster.
Again, your assumptions here about both my intentions
and how the results would be handled are precisely that. This isn't the right topic or the right time for me to elucidate on my own personal rule theory, so I happen to have a pertinent bit of discussion with North King that sheds some light on my thoughts:
[21:28:50] Alec Walton: I'm interested in making players make choices.
[21:29:24] SnowKing666: players enjoy making choices, I've found
[21:29:26] SnowKing666: so that's a good idea
[21:29:56] Alec Walton: In a more modern era a large part of the "direct action" sections are Economy, Military, and Technology based.
[21:30:05] Alec Walton: So I'm putting a lot of focus into those.
[21:30:13] Alec Walton: Defining what can be done well.
[21:30:19] Alec Walton: Civil and Societal are more fluid.
[21:30:28] Alec Walton: So the rules are accordingly much looser and free-form.
[21:31:30] Alec Walton: Obviously there's room for creativity in every aspect, but I like to make what's more or less consistent actually hardcoded and visible.
[21:32:16] Alec Walton: For example, das would require 1EP for training upkeep for every 5th troop purchase.
[21:32:20] Alec Walton: Since pretty much forever.
[21:32:27] Alec Walton: But that was never actually stated anyway.
[21:32:30] Alec Walton: *anywhere
[21:32:46] Alec Walton: If you're going to do something like that it might as well be spelled out.
[21:33:05] SnowKing666: yeah
[21:33:07] SnowKing666: either that
[21:33:09] SnowKing666: or make it random
[21:33:31] Alec Walton: A decent number of formulas are going to use random values, I think.
[21:34:08] Alec Walton: I was toying with the idea of making Volunteer militaries get random recruitment proportional to propaganda/recruitment investments.
[21:34:42] Alec Walton: Something like Size x Funds x (Random Value [0.65 to 1.00]) or something.
[21:35:19] Alec Walton: Economic growth for Mixed and Market would also make heavy use of random values.
[21:36:17] Alec Walton: The trouble with all this is it sounds great in theory.
[21:36:26] SnowKing666: but would be hell to actually work?
[21:36:40] Alec Walton: Actually writing it out such that it's both vaguely accurate and functional is a pain in the ass.
More direct, observable phenomena should have clearer, more defined rules. Less clear, more fluidic phenomena should have correspondingly looser rules. Anything that is a consistent function should be defined and made clear; transparency in a process is good. Outlets for player creativity should be built into every function regardless of its definition to reward good solutions. Rules should be functional, detailed, rich, in-depth, and time efficient by
some means. To make an analogy, they should be somewhere between a German and a Japanese car. Right now, for most games, they're more like an American car.
For me, that involves bringing in some light math and semi-automated computation both to assist my delivery of an end-product to players, and to have them make more meaningful choices in their method of operating their chosen country. I've spent a lot of time going over what I think is necessary for
me to mod effectively, and I think what I've found has some general relevence to other individuals. Maybe you don't agree with that, but as I said elsewhere, there's no accounting for taste in preferences. That all said, I still do not see any
logical fault with what I've suggested, simply
opinion about its use.