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Diagonals revisited
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<blockquote data-quote="Celebrim" data-source="post: 4068556" data-attributes="member: 4937"><p>I used to participate in 'Scholar's Bowl'/'Quiz Bowl' type contests. </p><p></p><p>In my experience, second thoughts aren't notably more accurate that first thoughts.</p><p></p><p>Way to rationalize your way to acceptance. To be honest, I don't think its a big deal one way or the other. It's just that to me its indictive of the general approach.</p><p></p><p>I have no idea what the following means though:</p><p></p><p>"3) Like everything else in the game, movement is abstract. Applying an absolute movement scheme in a game where everything else is abstract is a bigger anomaly than perceived 'diagonal acceleration.'"</p><p></p><p>A square grid is an 'absolute movement scheme'. How does the game play differently if the grid is allowed to rotate? Assume a map where the corridors cannot be neatly divided into North/South and East/West. How does the effective size of rooms change based on how we orient the grid of squares on it? Suppose you were racing across this map. Wouldn't it likely be the case that the fastest route between two points did not correspond to the straightest line? </p><p></p><p>Maybe that explains how Batman and Chuck Norris always manage to get head of someone they are chasing?</p><p></p><p>In any event, if you can hand wave these issues, that's fine. I just don't see a reason to do so.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4068556, member: 4937"] I used to participate in 'Scholar's Bowl'/'Quiz Bowl' type contests. In my experience, second thoughts aren't notably more accurate that first thoughts. Way to rationalize your way to acceptance. To be honest, I don't think its a big deal one way or the other. It's just that to me its indictive of the general approach. I have no idea what the following means though: "3) Like everything else in the game, movement is abstract. Applying an absolute movement scheme in a game where everything else is abstract is a bigger anomaly than perceived 'diagonal acceleration.'" A square grid is an 'absolute movement scheme'. How does the game play differently if the grid is allowed to rotate? Assume a map where the corridors cannot be neatly divided into North/South and East/West. How does the effective size of rooms change based on how we orient the grid of squares on it? Suppose you were racing across this map. Wouldn't it likely be the case that the fastest route between two points did not correspond to the straightest line? Maybe that explains how Batman and Chuck Norris always manage to get head of someone they are chasing? In any event, if you can hand wave these issues, that's fine. I just don't see a reason to do so. [/QUOTE]
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