[MUD-Dev] Better Combat

David Kennerly kennerly at finegamedesign.com
Tue Aug 17 08:05:03 CEST 2004


Steven King wrote:
> Raph Koster wrote:

>>   - There's downtime when you are waiting for the optimal moment
>>   to perform an action you have already decided on.

> AKA Tension.  The moment right before you pull the trigger.  IMO
> this "unresented" downtime as it adds to the gameplay experience.

I didn't feel like nitpicking the meaning of downtime when I read
the original post by Raph, but since this is proving contagious, I'd
like to clarify a consistent usage of the term, downtime.

Downtime exists when and only when a system forces a user to remain
idle, because the system disables all desired operations.  Thus
waiting a significant amount of time (say a couple minutes or more?)
for a carriage is downtime (if travel is the only current desire);
waiting for health to recharge is downtime (if health is required to
competently play).  Choosing to wait for an enemy to enter a trap
before attacking it is a passive tactic.  Baiting is a user's
choice; so it is not downtime.

This definition of gameplay-specific downtime is more consistent
with the original (mechanical and online service) defintion.  Even
if consistency is a hobgoblin of my little mind, dubbing any form of
tactical delay as downtime establishes a wobbly foundation for a
discussion.  All time except during the single frame of an
on-button-down event could then be characterized as downtime.  And
then downtime, as a term, would be devoid of utility.

Under this clarification, there is not downtime when waiting for the
optimal moment to execute a strategy.  As Steven wrote for the
example Raph gave, there is tension.  The reason tension is not
downtime is because a player /could/ act before the optimal moment.

David
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