Reading Brian Green's recent post about the nature of exploration games prompted me to think about the core distinctions one can make about exploration. Specifically, I think exploration breaks down into two major types: exploration of things (places, objects, story lines, etc) and exploration of relationships (physics model, crafting systems, talent builds, etc). Notice that this distinction is exactly parallel to the code/data distinction programmers (can) make.
What would the nature of exploration content in a lisp-like world be?
How about in a prolog-like declarative world?
Or a ml-like functional world?
Where does the exploration content of current games fall?
Wednesday, September 05, 2007
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