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WoW and 4e - where's the beef?
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<blockquote data-quote="Cadfan" data-source="post: 4835613" data-attributes="member: 40961"><p>I can kind of see it. I've done some recreational programming in an object oriented language. For each item I had to program in the text adventure I was making, there was a sort of stat block. And the sum total of the program, when it was written out in code, was essentially a long list of stat blocks. These stat blocks were heavily laden with key words and references that referred you to other stat blocks.</p><p> </p><p>So you might get something that looked kind of like (using an imaginary object oriented programming language):</p><p> </p><p>TABLE</p><p> object, takeable, hideunder, climbon</p><p> lookDescription "Its a wooden table with a scratch."</p><p> tasteDescription "Why are you tasting a table?</p><p> listenDescription "Tables don't make noise."</p><p> if HIT TABLE, then "The table smashes into splinters.", add SPLINTERS to KITCHEN;</p><p> </p><p>And then things would continue with the next object. </p><p> </p><p>I can kind of see how power lists might feel that way, particularly in the way that reading a single object tells you very little about the overall function of the code, and you have to read them all and understand them in the context of one another to get a *feel* for what's going on.</p><p> </p><p>Its not a strong analogy, but I can see it.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4835613, member: 40961"] I can kind of see it. I've done some recreational programming in an object oriented language. For each item I had to program in the text adventure I was making, there was a sort of stat block. And the sum total of the program, when it was written out in code, was essentially a long list of stat blocks. These stat blocks were heavily laden with key words and references that referred you to other stat blocks. So you might get something that looked kind of like (using an imaginary object oriented programming language): TABLE object, takeable, hideunder, climbon lookDescription "Its a wooden table with a scratch." tasteDescription "Why are you tasting a table? listenDescription "Tables don't make noise." if HIT TABLE, then "The table smashes into splinters.", add SPLINTERS to KITCHEN; And then things would continue with the next object. I can kind of see how power lists might feel that way, particularly in the way that reading a single object tells you very little about the overall function of the code, and you have to read them all and understand them in the context of one another to get a *feel* for what's going on. Its not a strong analogy, but I can see it. [/QUOTE]
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