What is Fledgeling?

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Fledgeling is a numeric role playing framework with integrated Simulated Intelligence and nested fractal structure.

Fledgeling is a computer game. Sort of. It is also a game engine.The TableTop RPG analogy is probably the best. Fledgeling is an attempt to fabricate a computer program that can act as both mediator and storyteller, with the ability to adapt to player actions. So basically we’re trying to make an AI DM.

The overview page says the same thing in more words.

Conflict

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Games are all about conflict. Whether it is conflict between separate players, or between players and the game’s rules, there is a tension of desires. Someone wants what they do not have. Often, it is something that someone else has (see all zero sum games). Without conflict of some sort, there is no game. Even the most peaceful and creative of games embody this axiom.

A conflict is all about understanding yourself and your opponent, using your strengths against the opponent’s weakness, and maintaining the will to win even after sustaining injuries. Lest this description sound too martial, allow me to give a “peaceful” example. Building a block tower is a conflict. It is the player (the builder) against the game (physics and gravity). Continue reading

Lottery

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Materials vary. Situations vary. History, performance, results may vary. Whenever you know something, or see something, or remember something, or do something you’re experiencing a bit of slop. Nothing is mathematically certain.

This is one of the reasons games of chance are so attractive to us. We deal with small randomness all the time, and bringing it out into the open and freely admitting “I have no idea how this will turn out” is satisfying in a way. We hide and ignore the randomness in so many other situations that letting it out feels right. “It’s about time” we seem to say.

But chance isn’t everything. In fact, chance is only the lack of control on top of our skill. If there were no intent, no goal, there would be no chance. Continue reading

On how minds turn

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Fledgeling is, at its core, a game about your mind.

No, not the character’s mind, the player’s mind.

The mind that is reading this sentence right now.

Your mind is dumb. I want to build you a better one. Construct something new with the rubble that is left, once you have seen what I have seen.

Oh? Your “sanity” is strong? Perhaps it is. Perhaps it will withstand the blows, the rocking shift beneath your feet, as the soil turns to sea. Can your philosophy survive at twenty thousand feet underwater? Perhaps it will.

You may be blind to the implications. Perhaps, both unseeing and unhearing (or lashed upon the mast) you will sail past the sirens. You could come, unaltered, to familiar soil, and eat the same bread you ate before.

But then, if Fledgeling does not change you, why would you play at all?

What does it All Mean?

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We long, with good reason, for things to make sense.

I recall my frustration with Fable when, upon finally reaching Snowspire Village, everyone speaks a totally understandable language. Plus, even though they have been out of contact with everyone else for “a long time” it’s no big deal when a foreigner arrives and re-opens the Cullis Gate. And where have they been getting food all this time? And clothes? Why haven’t they all starved to death? It just made no sense at all.

For me, the game world is the most important part of a game. Continue reading

Power Density Ad Absurdum, or Ignorance is Bliss

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Hey all, I’m Dru.  I’m a father, an engineer, and an all-around nerd.  I play role playing games on computers and around tables and enjoy reading and writing good and terrible sci-fi, respectively.  Among the things that may be relevant to know about me is that I tend think way too much about a lot of things.  So, naturally, I’ve applied principles from rocket science, engineering, and economics to the implications of starship design and power generation in Star Wars.

In general, most of the numbers that I present here are induced from data presented by Brian Young in his Turbolaser Commentaries.  I’ve assumed the Star Destroyer (and similarly classed ships) to be a baseline for median power generation technology, as they are a mass-produced technology and the books and movies present examples both more and less powerful with consistency.  Another point of clarification: the numbers I present are “big order of magnitude” numbers.  Densities are calculated based on order of magnitude power and order of magnitude volumes, which in turn are calculated from order of magnitude data or length, etc.

A Star Destroyer maintains a power density on the order of petawatts per cubic meter.  For comparison: Star Trek: The Next Generation presents the Enterprise-D around gigawatts per cubic meter, modern tanks and sports cars generate a few kilowatts per cubic meter, and the average human body generates about 27 watts per cubic meter. Continue reading

The Metaverse

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Let’s talk about “The Metaverse”. What is it? Why is it desirable? Who cares? Sure, you can look it up on Wikipedia, but here’s the digested version.

Basically, the Metaverse is a shared artificial computer-based world. It’s like an MMO, the Internet, and Sim Everything all rolled into one. Throw in a bit of Science Fiction and a dash of the Matrix and you’ve got the Metaverse. Let’s break this down a bit: Continue reading