Comment

Comment by rndmcnlly0

It's natural to question how someone can unproblematically pose a metric on the value of game rulesets (particularly without a generous helping of philosophy and psychology to back it up). However, pragmatically, it's not a silly thing to try. If there were game-design IDEs in the future, we'd like them to provide the equivalent of spell/grammar check -- if there was an alternate design with an edit distance of two away from the current design that scored dramatically better on some canned metric, it might be worth putting a human eye on that alternative design.

If you think of the error function as the combined output of a bunch of "obvious flaw" detectors instead of a "theory of fun", then speculative optimization where the initial conditions come from a human's design under consideration becomes a potentially interesting bit of design automation. Think of design rule checks in CAD with a bit of fuzziness and a default bias -- instead of saying just yes/no, it can say "X might be a better alternative according to the metrics you've enabled in the preference window, consider adopting some of its edits".

parent rndmcnlly0 15 years ago

No comments yet

Be the first to share your thoughts.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton