Jimmer -> RE: IP play vs Real time (1/8/2009 8:18:51 PM)
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Unfortunately, you are wrong. In either FtF or even a hypothetical IP game, you still have to wait for each player to complete their turn. The only difference between either of those and email is the extra time it takes to remember and to then check ones email/group. In FtF and IP, that time would be zero. However, that's not the only cost. You are forgetting that (in either FtF or IP), there is necessary down time between gaming days. PBEM recovers this time completely (at a cost, though), but neither FtF or IP can do much about them. People talk about how PBEM wastes so much time, measuring turns in 24-hour increments, etc. However, during most of the hours spent between phases, playing the game is not an option. Sleep, work, mealtimes, etc., all get in the way. There's only a small sliver of time that each player can commit to playing. My suggestion takes into account these two different clock-measuring methods. What it does is remove some of the time spent between phase entries by notifying the next player in line immediately upon the conclusion of the previous player's phase. Note that it also would work during a battle, where battle files get shipped back and forth. In PBEM, these battles (windows of time) are about the closest approximation to FtF or IP that PBEM can get. However, there is still a gap? Why? Because it takes a finite amount of time for one to check ones email for an update. Would IP help that? Yes, but ONLY because it would be doing my suggestion inherently. Other than that, IP is exactly the same as PBEM: One must wait for the player to return to the computer. Only F2F can overcome this hurdle. "Hey, John, get out of the bathroom! It's your turn!!") But, if an alarm-like trigger is sent, then that has a chance of being as fast as FtF. NOTE: An alarm can only work if there is a mechanism in place by which the repository for the game is checked for updates. This would have to be some kind of background task that runs independent of the game itself, and its only job is checking for updates. Thus, the alarm requires at least partial IP functionality, or else the ability to check email for turn updates (which could get really tricky unless the game were to handle all of that). Because this tool has to run independently of the game, however, it might be possible to code one up without putting actual IP play into the game.
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