DWMagus wrote:If you consider the "Press a button, get a cookie" type solution, yes, because you don't have to concern yourself with everything on the back end. No, because everything has a logical path to where it is now.
If Non-player activity results in a spawn, that's not the argument here. If player activity does, then that is indeed a spawn irrespective of the conditions which allow it. It is still a spawn triggered by a player decision, not inevitable game activity or necessarily a "logical path". It was stated that "Players should not be causing spawn of objects. Period." and I'm pointing out that cannot be correct.
Now it almost sounds like you're splitting hairs. The universe has to be able to exist and continue even if the concept of a 'player' doesn't exist; i.e. the universe is just a simulation that an observer can watch. But if you want to get that granular, then technically I'm just 'spawning boogers in my nose' right now.
There is a very important point here, but I fear we're straying from the original aim of this thread. Yes, the universe must exist and continue irrepsective of player input. But no, the direction of continuation is no longer the same once the player makes changes.
The game universe on its own is entirely deterministic (assuming no quantum mechanical dongle causing change). Its state at any one point can be directly derived from any earlier state. However, when the player starts acting, then he introduces changes that are
not deterministic; the player-altered universe
cannot be directly derived from an earlier state.
A parallel (which I asked about
here): in a deterministic universe, a group of balls is at the top of a hill, and they are set rolling downhill. Assuming full knowledge, at any one time their future state (velocity, position, etc) can be exactly predicted. At any one time, their current state is directly derived from every earlier state, right back to time=0. Now, introduce a player, who nudges the rolling balls. One or more balls changes velocity because of this. The nudged balls may collide with other balls, altering their course as well. Now, the current state is
no longer directly drived from the initial state; the player has changed the universe for ever. On the grand scale of things, though, it's still just a bunch of balls rolling downhill.
Similarly, in a seed-based procedurally-driven universe, player interaction stops the future being the same as it would be without it. The player's decisions change the future so that it's no longer a direct descendent of that initial seed. However, that future is still a functioning universe.
On the other hand, that's probably a deviation from the point of this thread, which is that missions can be generated which can lead to the player causing objects to spawn. I don't disagree that missions picked up by NPCs also can cause objects to spawn - if anything that highlights the point that the mission generator directly or indirectly can cause items to spawn, as well as other changes.
If you accept an in-game mission it means an NPC didn't. If you didn't accept that mission, the outcome would still be the same because some NPC will do the job if you don't (as long as the pay is good and/or there is someone to take the mission).
Not necessarily - how can you guarantee that the outcomes and changes you cause will be exactly the same as an NPC would have done? If you can't, then the total outcome will almost certainly be different, whether by a minor or major degree. From the point of the mission generator being scriptable/steerable, though, that's pretty much irrelevant.
If you abide by the same idea I put forth at the beginning, then you still aren't just 'spawning' a ship, you're becoming a cog in an economical machine, nothing more. The credit flow should be identical whether it relays through you (and you get a percentage cut for completing the mission) or an NPC. It just matters who's pockets get padded at the end of the day. This is economy, nothing more.
You're still causing change that's different from what would happen if you weren't there. How this pans out on the broad scale is not really the point here; the point is you can cause objects to spawn, and so mission generation can potentially prompt you (and NPCs) to do so. I'm not particularly hung up on the idea of spawning, as distinct from other change, I'm just countering the claim that it's impossible and that that would be a reason to prevent player-created stories.
What everything boils down to is that if you remove any and all aspects of 'game' to LT, you should be left with nothing but a simulation. That simulation should still have all these missions/quests and should still have all the same problems that would be there regardless.
The only difference between LT being a simulation and a game is the player input and the changes it causes. Even then the grand scheme of things will almost certainly be the same, assuming sensible constraints on player actions. I'm not disagreeing with that - indeed we seem to have wandered far from what this thread is about.
The point I was trying to make was that if the mission generator can cause spawning and other effects, than that could potentially be made use of to enable user-created stories to be run as well as the normal procedurally generated ones. This is not doubting that Josh can produce a top-class mission generator that works well within the dynamism of the game, it's simply suggesting ways in which players can follow stories that are created by humans too.
Why? Because there seems to be a demand for it, and it allows human creativity to play a role. There's a reason we buy stories written by humans rather than computer generated; no matter how good our AI, we still value and appreciate that human creativity which depends so much on individual personality, and the stories that it can produce. I'm just suggesting we find a way to include that here, and postulating possible mechanisms to do so. Is that so bad?