Original Post
Who the player is plus the game environment determines what should be.
Awesome GM''s are masters of non-linearity. They know their players. They know what they like. If the game''s dragging, they know what to axe and what to toss in. On the fly, they can tailor the gaming experience to the player pefectly.
We know computers can''t do this (yet, anyway). But one method that might get close-- and still be non-linear-- are dynamically changing encounter tables . I''m thinking about using something like this:
Who The Player Is
The player''s strengths and weaknesses (given by skills / equipment / allies / etc.)...
Determine conflict types that will be difficult or easy.
This gives a weighted encounter table.
The Game Environment
Humans seem to hate discontinuity and non sequitur. So environment re-weights possible encounters so that you only encounter what should be in the environment. This covers not just the area you''re in, but the situation / mission / events / story so far.
This does open up a philosophical question, btw: How much should the player have to do to find action? Is it up to the player to find the conflict (greater weight on the environment) or up to the conflict to find the player (less weight on environment, but more out of place encounters)?
What Should Be
The notion of *logical spawning* would be the best way of making this work. You spawn in such a way as to make it look like the encounter occurred naturally.
If the player can explore freely, then you will want to spawn in areas that he hasn''t been in, and areas where encounters could realistically happen.
Example: You''re fighting your way through a closed space station, sealing bulkhead doors behind you all the way. If you reverse direction, you should not encounter anything unless it could have been hiding, stuck past you or have teleported in.
But the airlocks-- access points to other parts of the game world, in this case-- would be perfect places for a spawn to happen.
Spawn Rate Help Makes The Game Great
Controlling the rate and type of spawn will allow you to control the challenge you give the player. Just like real GMs, you can lull them in to a sense of calm with easy encounters backed by a difficult one. You can drive them away from areas you''re not ready for them to enter with extremely difficult encounters. You can lead them as if by breadcrumbs with areas that have encounters happening vs. ones that don''t, or ones that offer greater over lesser rewards.
The CPU GMing
Since you know what you''ve thrown at the player, you can vary it to stave off boredom. And by monitoring success, failure, and the amount of time the player takes to solve an encounter, you might also determine their frustration level and ease back on the level of challenge (or spawn something that could help)
Maybe applying this and a similar approach to AI could make the foundation of an awesome and very replayble game?
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Just waiting for the mothership...
