Ooh, I can’t agree with you there, Alexis. […] A Boolean quality which controls a single storylet - or a small group of them - is the simplest thing in the world to keep track of, from the creator’s point of view […]
I think you’re over-generalising from a related case, where you have character-driven qualities which potentially affect everything everywhere. (The Neutral Good Russian Werewolf thing I saw you refer to in a blog somewhere.)[/quote]
[color=rgb(0, 153, 0)]No angry tigers: you’re right, I wasn’t clear. A few simple Boolean switches are fine, appropriate and effective, but I am making a stronger version of the case than just talking about extremes. If a creator has, say, a dozen Boolean qualities [/color][color=rgb(0, 153, 0)]all related to the same piece of fiction or gameplay [/color][color=rgb(0, 153, 0)], it might be time to rethink the design. Is it really necessary to track every one of these separately? Isn’t there some way to apply parsimonious creative tension by combining some of them into the same chunk? Would you gain some benefit from making them scales rather than on-off switches? Do you want to condemn yourself to swearing at the quality dropdown as you try to pick out exactly the one you want, fifty times? How likely is it you’ll end up applying the wrong one to the wrong event? [/color]
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[/color][color=#009900]Sometimes, yes. If you were remaking Ten Little Indians in StoryNexus, you’d just need ten dead or alive Boolean qualities (well… maybe you could extend them to health stats, but you’d still need ten separate ones). And of course i[/color][color=rgb(0, 153, 0)]f you have a dozen Boolean qualities representing a dozen completely different things in a complex world, you probably need them, and it’s a straightforward approach.[/color]
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[/color][color=rgb(0, 153, 0)]I’m always reluctant to talk about the ‘right’ way of doing things in StoryNexus. The inventor of the hammer didn’t know the ‘right’ way to build a church organ (I’m assuming a church organ has nails in), and I keep seeing people using SN in smart ways I didn’t expect. But minimising the number of qualities is, generally speaking, a Good Thing. A very large number of qualities is the SN equivalent of spaghetti code.[/color]
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[/color][color=rgb(0, 153, 0)]…but that’s still only a general principle. If rominet is building a game in which precise geography and granularity of secret passage access is key, then a dozen different boolean ‘found secret passage’ qualities may, still, be the right way to go.[/color]
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[color=rgb(0, 153, 0)]EDIT: added key ‘only’[/color]
edited by Alexis on 12/19/2012