Some Quick and Dirty Thoughts about Richard Rouse III...Complications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

 

Wednesday, November 16, 2016

...'s talk about Dynamic Stories at MIGS. These are my notes as I wrote them up for my Compulsion Games teammates... The complete powerpoint is on Richard's site

Dynamic Story = Story that is not the same every time you play the game.

Why good? Replayability. Especially these days when players stream, it’s boring if all the streams are of the same stuff.

Types of dynamic story:

a. Explorable story space

What we’re doing in WHF and what most AAA games do these days: bits of narrative that you discover wandering around. Hopefully there’s enough that few players discover all of it.

Doesn’t have to mean environmental narrative. Her Story allows you discover bits of video through a text parser. You never actually go anywhere.

b. Open ended story

Give the player enough bits of a story that s/he can find his/her own meaning in it, but not so much that you force the player into your interpretation. One player may come away with a very different experience than another.

c. Reacting to player actions

Branching story trees. Generally, game devs stay away from branching trees because they get crazy fast. Trust me on this one. 31 endings on Stories: The Path of Destinies. (Which, hey! Won Best Indie and Best PC Game at the Canadian Video Game Awards last night.)

So often you get a series of choices, but really it’s just one choice repeated: Mass Effect's Paragon/Renegade. Bioshock's Harvest/Rescue.

Or, choices, but only some of which change the story, and then only change a little bit of the story: Walking Dead.

d. Shifting story elements

Procedurally generated story. In Richard’s game, The Church in the Darkness, you are there to rescue someone from a cult. Sometimes the cult is a suicide Jim-Jones-style cult. However, sometimes, it’s just a bunch of hippies who want to be left alone. The Blade Runner game changed who was a replicant from playthrough to playthrough. In both examples, the payoff is you Actually Have to Pay Attention to the story around you. If it turns out that in the story they're just nice hippies, or humans, you're not supposed to go shooting them.

e. Character Simulation

The Sims. The Civilization franchise. Characters have personalities and react to your actions according to them. Faction-based systems: characters will react differently to your dwarf rogue depending on how they feel about dwarves and/or rogues, and how nice you’ve been to their friends.

The player here is choosing what story s/he wants to be part of.

f. Drama Management

Here Richard’s talking about games like Façade that try to make a story out of whatever it is you are doing. Shadow of Mordor’s nemesis system turns an NPC into your nemesis if he’s killed you before.

Wot I Thought

The Holy Grail of game narrative is emergent narrative. Emergent gameplay is when you design systems the players can use in ways the developers did not plan for, e.g. rocket jumping.

Most of the dynamic storytelling methods listed are not emergent. The Shadow of Mordor people like to claim that SoM’s nemesis stories are emergent, but someone had to write and record all the nasty things the orcs say to you when you come back from the dead, or they do.

On Stories: TpoD I pitched the idea of a sort of Collectible Card Game or faction-based narrative. I.e. NPCs have a basic reaction to you, which changes according to what you do with other NPCs. So if you kill someone’s brother, they will no longer sell you a sword, but they might fight you. If you marry their brother, they might tell you where some loot is.

This is not emergent narrative, either. It feels more like it, because you discover the story branches according to your own wanderings through the game. But someone has to write each branch of each NPC’s story tree.

(In the end we just went with a straight ahead story tree for Stories: TpoD. Nothing wrong with a story tree, they’re just hard to write so every path feels like a good story, in which the seeds of the ending are in the beginning. And they’re a lot of work.)

To make really emergent narrative, you’d have to create narrative building blocks that players can arrange in different ways.

Say you have one building block: dude’s getting a divorce.
Second building block: dude’s sleeping with someone who’s not his wife.

Both of these are narratively fraught events, but they have a different meaning, and tell a different story depending on their arrangement.

If you see:

dude sleeping around -> getting a divorce

Then the player probably interpolates the story “he cheated, so his spouse is dumping him.”

But if you see:

dude getting a divorce -> sleeps around

Then you might interpolate, “finally free of his toxic marriage, dude is seeing other people.”

This method is probably hella difficult to pull off, and I’m not sure I’d want to do it in a game. But then:

Q. Knock knock.
A. Who’s there?
Q. Control freak. Now you say, “Control freak who?”


So there you have it. We’re doing a lot of environmental narrative, and some open ended story telling, but the other techniques will have to wait for some future game.

0 Comments:

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.