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	<title>Comments on: On Immersion: Do Trees Fall in Virtual Forests when Nobody&#8217;s around?</title>
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	<link>http://altitis.treehuggers.info/2010/05/07/on-immersion-do-trees-fall-in-virtual-forests-when-nobodys-around/</link>
	<description>Seeking Better Worlds</description>
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		<title>By: Tesh</title>
		<link>http://altitis.treehuggers.info/2010/05/07/on-immersion-do-trees-fall-in-virtual-forests-when-nobodys-around/#comment-1811</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Fri, 07 May 2010 19:25:32 +0000</pubDate>
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		<description>One bit of good news is that it doesn&#039;t take all that much to give the illusion of life.  The wolf-rabbit thing comes out of predictable and *existing* mob behavior (likely with a little aggro flag modifier).  Little tweaks to existing systems can go a long way in this vein.  Environment changes are something else, but even those can be piped through a procedural system that allows small scale local changes.

I think it&#039;s worth the time and dev money making these things happen, but then, I lean heavily on the &quot;virtual world&quot; side of MMO design rather than &quot;gaming lobby&quot;.  Thanks for the link, and great article!</description>
		<content:encoded><![CDATA[<p>One bit of good news is that it doesn&#8217;t take all that much to give the illusion of life.  The wolf-rabbit thing comes out of predictable and *existing* mob behavior (likely with a little aggro flag modifier).  Little tweaks to existing systems can go a long way in this vein.  Environment changes are something else, but even those can be piped through a procedural system that allows small scale local changes.</p>
<p>I think it&#8217;s worth the time and dev money making these things happen, but then, I lean heavily on the &#8220;virtual world&#8221; side of MMO design rather than &#8220;gaming lobby&#8221;.  Thanks for the link, and great article!</p>
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