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How Perlin's Law Makes Gaming Credible

simoniker writes "Veteran game designer Ernest Adams has posted a new column on 'Perlin's Law' which suggests that all books, movies, and games have a 'credibility budget'. For games, both the designer and the player decide what happens: '...the story itself can only tolerate a certain amount of improbability before the credibility budget is exhausted, and the story is ruined.' According to this new law, named after Ken Perlin, who gave birth to the concept, games should not be infinitely wide-ranging or allow the player to do anything he wants."

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  1. What About Ender's Game? by eldavojohn · · Score: 3, Insightful
    According to this new law, named after Ken Perlin, who gave birth to the concept, games should not be infinitely wide-ranging or allow the player to do anything he wants.
    What about the the Fantasy Game that Ender played?

    I've always secretly hoped that games would one day evolve to a point of them becoming specific to the user. This "mind game" that Ender played had seemingly limitless possibilities and also seemed to reflect the user's psyche back at them and cause them to make connections they never knew existed.

    Maybe the next step for video game engines isn't graphics rendering but instead, stimulus/response rendering? Where by the game reacts to user input using rules, heuristics and a bit of randomness and the game states are loosely defined. Why is Spore so popular? Possibly because of the number of proposed outcomes of the game.

    We're no where near this kind of game play yet but it may be possible in the future. Perlin's Law seems kind of like a restriction that I honestly wish game developers and publishers wouldn't try to adhere to. Only when people take chances and think outside of the box will we find true gems in the video games. I'm sick of repackaged games and ideas.
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  2. This is not a new law. It's not even a law. by CyberLord+Seven · · Score: 4, Insightful
    It's called suspension of disbelief. Science fiction and fantasy stories start out with a lot of it. Romance novels have much less. Traditional literature gets even less.

    No matter how much you start out with you must never cross the line and have a character do something that is inconsistent with the world in the story. You cannot have a character from The Heart Is A Lonely Hunter leap into the air and fly. You MIGHT be able to get away with that in a Star Trek story.

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