From owner-freebsd-chat Sat Feb 22 11:48:56 1997 Return-Path: Received: (from root@localhost) by freefall.freebsd.org (8.8.5/8.8.5) id LAA10506 for chat-outgoing; Sat, 22 Feb 1997 11:48:56 -0800 (PST) Received: from nic.follonett.no (nic.follonett.no [194.198.43.10]) by freefall.freebsd.org (8.8.5/8.8.5) with ESMTP id LAA10441 for ; Sat, 22 Feb 1997 11:48:44 -0800 (PST) Received: (from uucp@localhost) by nic.follonett.no (8.8.5/8.8.3) with UUCP id UAA25847; Sat, 22 Feb 1997 20:47:08 +0100 (MET) Received: from oo7 (oo7.dimaga.com [192.0.0.65]) by dimaga.com (8.8.5/8.7.2) with SMTP id UAA03528; Sat, 22 Feb 1997 20:39:29 +0100 (MET) Message-Id: <3.0.32.19970222203929.00abc6b0@dimaga.com> X-Sender: eivind@dimaga.com X-Mailer: Windows Eudora Pro Version 3.0 (32) Date: Sat, 22 Feb 1997 20:39:31 +0100 To: John Fieber From: Eivind Eklund Subject: Video Games (was Re: Perl5 modules) Cc: chat@freebsd.org Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Sender: owner-chat@freebsd.org X-Loop: FreeBSD.org Precedence: bulk At 02:12 PM 2/22/97 -0500, John Fieber wrote: >The only thing worse is a classification system with an ambiguous >policy and/or practice. Predictability is a very important >component of usability (with the standard exception of video >games). Remove the exception. Video games defineatly need predictability. Randomness is only acceptable if there is enough of it to make it predictable. The connection of random and video games is an old and wrong one. The only games created today that use randomness at all are puzzle games like Tetris. (If anybody want a deeper discussion of this, I work at a game developer and can put them in contact with one of our designers :) Eivind Eklund perhaps@yes.no http://maybe.yes.no/perhaps/ eivind@freebsd.org