Procedural Stories
Storytelling by algorithm might work, but you might not really want it to.
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Storytelling by algorithm might work, but you might not really want it to.
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YES. THIS. I've been saying this for a while now. I love some structured game plots, but honestly, I think that the thing gaming does best when it comes to narrative is the glory of 4X-style emergent stories. They belong to the player.Irridium said:This is the kind of thing Civilization and Mount and Blade does really well. They drop you in, there's a bunch of ways to win, and you choose what you want to do and see what happens.
Dwarf Fortress also lends itself spectacularly to this sort of thing. When you get past the admittedly high barrier of entry, at least. But if you do, there's plenty of "fun" to be hand.
I would love to have this for clothing in rpgs, this kind of system. If you look more like beggar, some thieves could let you go alone, while richly dressed merchant would be the target almost every time he went on road. It would also make your choices matter from a social standpoint, attending the king in appropriate attire, etc. Some players may skip the armor protection for advantage in speech checks or something... I dunno, that could maybe work.ChristopherT said:Can story be handled like stat based combat? Something like each character has stat pools of story based whatever - fear, bravery, love, hate, willpower - and have that affect the story rather than the gameplay. Where in some games you have a meter of good vs evil and it determines your powers or ending just have a bit more of that but have it affect events throughout the story - not - did you save Ben at chance number 1 so now this and this will happen - instead, you saved Ben at chance 1 so now you get this many points to your protector stat
You have stat Black, White, and Red
Walking Dead game You enter the house with the dog collar
Kenny has 25 red stat - he's going to search the house - if he has only 19 red stat he picks a fight with Lee, if his Black stat is 30 he collapses on the floor
It would have to account for a lot, but selecting three or four story important pools and having something not too complicated, like 3 or 5 options per character based on those pools at each story moment, while a lot of work I am sure, seems like it would allow for a lot of flexible story.
would that work at all? or is already in use to some extent in games?
That would be awesome, like that heavy suit of armor gives a great protection value but knights are seen as tyrannical bastards so in town slums store prices are nearly doubled, peasants avoid you, you're more likely to be attacked by a mugger, but in the rich districts you're showered with gifts, and prices are lowered. However dress as a shlub, and in the nicer parts of town they refuse to even sell you goods.Mordekaien said:I would love to have this for clothing in rpgs, this kind of system. If you look more like beggar, some thieves could let you go alone, while richly dressed merchant would be the target almost every time he went on road. It would also make your choices matter from a social standpoint, attending the king in appropriate attire, etc. Some players may skip the armor protection for advantage in speech checks or something... I dunno, that could maybe work.
Thats a really interesting idea. Would you mind if at some point I made something roughly based on that? I know a while ago Yahtzee talked about a randomly generated book. Combining your idea with his could create a fairly easy (although time consuming) to write short story generator. If I ever have the time I would love to give that a shot, but I don't want to steal your ideas.ChristopherT said:Can story be handled like stat based combat? Something like each character has stat pools of story based whatever - fear, bravery, love, hate, willpower - and have that affect the story rather than the gameplay. Where in some games you have a meter of good vs evil and it determines your powers or ending just have a bit more of that but have it affect events throughout the story - not - did you save Ben at chance number 1 so now this and this will happen - instead, you saved Ben at chance 1 so now you get this many points to your protector stat
You have stat Black, White, and Red
Walking Dead game You enter the house with the dog collar
Kenny has 25 red stat - he's going to search the house - if he has only 19 red stat he picks a fight with Lee, if his Black stat is 30 he collapses on the floor
It would have to account for a lot, but selecting three or four story important pools and having something not too complicated, like 3 or 5 options per character based on those pools at each story moment, while a lot of work I am sure, seems like it would allow for a lot of flexible story.
would that work at all? or is already in use to some extent in games?
By all means feel free to, pleaseWinthrop said:Thats a really interesting idea. Would you mind if at some point I made something roughly based on that? I know a while ago Yahtzee talked about a randomly generated book. Combining your idea with his could create a fairly easy (although time consuming) to write short story generator. If I ever have the time I would love to give that a shot, but I don't want to steal your ideas.
I didn't mind the radiant quests. The thing is, Skyrim is so incredibly vast that in four play-throughs I STILL haven't actually explored the whole place. So those radiant quests give me an incentive to go and explore a specific part of the world, which is not all bad.Proverbial Jon said:Skyrim also did the "procedural content" thing with those "radiant quests" and I can most definitely say they were not fun, especially after retrieving the nth lost sword/shield/amulet/book from the nth cave/fort/ruin. The arbitrary reasoning for how the item even ended up there... at the end of a linear path... waiting inside a large chest... just made the tasks even more tedious
Mount and Blade is certainly a leader in this regard. I think the commercial limitation is that emergent stories require creative involvement from the player. We throw around the term "sandbox game", but we often don't realise what it means. A true sandbox game (like Mount and Blade) is one where the game provides the tools for the story, but the player has to make them. That is, it's got as much inherent story as a real sandbox. It's up to the player to think about things like their character's motivations and where they want to sit on the good-evil-chaotic-lawful spectrum, and adjust their in-game actions accordingly. Do I want to burn down this village? What if the only in-game consequence is a pile of burnt bodies and the knowledge that I am to blame? That is a true sandbox situation. (Of course, depending on the rules of the sandbox, you could have repercussions from the villager's allies, or the local army, but you see the point).Irridium said:This is the kind of thing Civilization and Mount and Blade does really well. They drop you in, there's a bunch of ways to win, and you choose what you want to do and see what happens.