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Path: ...!news.mixmin.net!news2.arglkargh.de!news.karotte.org!fu-berlin.de!uni-berlin.de!individual.net!not-for-mail From: Jeff Liebermann <jeffl@cruzio.com> Newsgroups: sci.electronics.design Subject: Re: OT: Repeatably lobbing "projectiles" Date: Sat, 23 Nov 2024 13:16:20 -0800 Lines: 63 Message-ID: <ngf4kj9cp4criinac55hcqsoubu77n174c@4ax.com> References: <vhn6hv$kcv9$1@dont-email.me> <vhn7p9$klsd$1@dont-email.me> <vhn9cs$kvbs$1@dont-email.me> <vhn9u8$klsd$3@dont-email.me> <vhngkm$m5fp$1@dont-email.me> <vhnr2o$nurs$1@dont-email.me> <vhokk1$rvpm$3@dont-email.me> <vhorqs$t438$5@dont-email.me> <vhp11p$119hi$2@dont-email.me> <vhp69q$12dgb$2@dont-email.me> <vhqijd$19o2c$1@dont-email.me> <V250P.7783$hgYd.3742@fx41.iad> <vhqpra$1b1e7$1@dont-email.me> <qh62kjpel75ub9hgo24kctq9clrq5shs4q@4ax.com> <vhrecf$1dvpp$1@dont-email.me> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Trace: individual.net 1Gq1Q07WbhSfTzrdyd8bfAkRPrYvHem5RXixYY4J6BkDvqTBdV Cancel-Lock: sha1:5sg5SSFK5mj2m9uf65hdH/mR5mM= sha256:X4Cmuz+le7robs4MXyHvrzd3ioQUy2vqPfZSMFUhdak= User-Agent: ForteAgent/8.00.32.1272 Bytes: 4223 On Fri, 22 Nov 2024 19:24:06 -0700, Don Y <blockedofcourse@foo.invalid> wrote: >The actual problem isn't important. If you can't think in abstractions, >then reify my stated problem to something that you can wrap your head >around -- to overcome the limitations of your imagination. I didn't consider designing a fantasy projectile lobber. Replacing my engineer hat and with my computer game player hat, I now have a better idea of what you're trying to accomplish. The processes you describe are very similar to writing a computer game using "the hero's journey" as a template: <https://en.wikipedia.org/wiki/Hero%27s_journey> <https://www.novel-software.com/heros-journey-examples/> What you've done is setup a fantasy playing field that is 20 ft long. Various SED (sci.electronics.design) members are invited to design a poorly defined machine which will lob projectiles repeatedly and accurately. The extent, size, composition etc of the playing field are not defined. Similarly, the composition of the projectile is not defined. Due to the lack of design criteria, the objective of the game is not to design something that will function in a defined manner. Rather, it's for the participants to determine what the game-master (Don Y) has in mind. To do this, each player is allowed to ask questions and offer suggestions to the game-master. He may choose to help, explain, provide detail, offer clues, or he may choose to hinder, confuse, wander off into the weeds, or provide useless clues. He may also criticize and pass judgment on suggestions. His choice. So far, the game only follows a few of the 17 stages suggest by Joseph Campbell. For example, a knowledgeable mentor might appear in SED to offer experience and suggestions. From what I've seen so far, the game continues until everyone involved is terminally frustrated and gives up. However, the game does have possibilities. Normally, such a game has a built in reward system, where the players are granted "points" for successfully achieving intermediate goals. To prevent player frustration, some kind of prize or reward system much be implemented. Without keeping score, the game is largely brainstorming, which usually ends with an argument between those claiming credit for the best solutions. Therefore, some kind of scoring system should be implemented. There's also the problem of dealing with unacceptable and ludicrous solutions. The scoring system much include a way to exclude these solutions. Anyway, some changes in the game rules will need to be made to prevent player frustration. However, I'm frustrated, so I'll give up now. Incidentally, the power stayed on during last nights rain. In my haste, I forgot to proof read and spell check my previous message. Sorry(tm). -- Jeff Liebermann jeffl@cruzio.com PO Box 272 http://www.LearnByDestroying.com Ben Lomond CA 95005-0272 Skype: JeffLiebermann AE6KS 831-336-2558