Issue 29 - An Exit

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Patrick Dugan"Most game designers would balk at the term 'interactive drama,' off handedly dismissing the possibility of virtual characters and social gameplay as being contrary to the nature of computers." Patrick Dugan looks at Façade, an interactive drama.
 

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Original Comment by: Mark

I usually like the articles in The Escapist because they're something unique. But I can get shallow elitism anywhere. Perhaps I'm a bit more irritated about this than I should be, but I'm not entirely sure what I gained from being told that I unfairly dismiss open-ended games for no other reason than that I'm not used to them.
 

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Original Comment by: Raph
http://www.raphkoster.com
According to Game Designer Raph Koster's understanding, "Paidia just means 'very big rulesets.'" The implication of this is any paidic title is going to have very high content demands and production costs. This assumption ignores the very Zen-like notion that complex results can result from simple rules, and the best paidic play is fostered by the confluence of a few robust mechanics. In Façade's case, these mechanics are the two characters and the drama management AI

Yes, I do believe that paidia means very big rulesets -- specifically, what I call "imported rulesets," -- rules from outside the defined model of the game.

That doesn't mean that the rulesets imply high content demands; quite the opposite, actually. Physics is a commonly imported ruleset in numerous sports, but the rules of physics (in terms of ordinary life) are fairly straightforward in application and don't imply a lot of content load.

Overall, I am a huge fan of emergence coming from simple rules. We shouldn't think, however that what Michael and Andrew did with Façade is at all simple; the rules underlying it were enough to build a PhD dissertation from.
 

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Original Comment by: Slartibartfast

So is this facade software going to be publicly available at any point? It sounds fascinating.

Also:

Raph: I loved your book, it was a blast to read and even my patently non-gamer gf found it fascinating.
 

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Original Comment by: Olumide Edu

I do believe games should become more than just raw gameplay and that gamers should desire more but the idea that storytelling should supercede gameplay is something that I am not entirely comfortable with. It seems to undermine the very idea of what a game is. I am perfectly happy when they coesxist though. For example, even though I have found a lot of people who dissagree with me, I consider the dialogue and interactions with the characters in Knights of the Old Republic to be part of the gameplay. Still, I would like more situations where gameplay is used more directly to convey certain things, like it was done in ICO and beyond what was accomplished there.
 

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Original Comment by: Patrick Dugan
http://www.kingludic.blogspot.com
Mark: Sorry if I irritated you, but I did mean to be controversial.

Slarti: google "Facade" or go to www.interactivestory.net, its a free download

Olumide: I believe gameplay and storytelling are the same thing, though it looks more like the prior in Tetris and more like the latter in Facade. I like your comment about KOTOR, my blog post on this article includes a link to a post which discusses that aspect of the game, check it out and tell me what you think, please.

Raph: You make good points. First, now that you've clarified your quote, which I appreciate, I realize that paidia and importing or modeling part of the mechanics on the outside world are integral to each other. In Facade's case this import is the social discourse most people have dealth with their whole lives, as well as the goals the player brings in with them.

Dynamic content creation is a Hard Problem of interactive storytelling, involving the metaphorical equivilant of dramatic social physics. Facade's "social physics" hinged on an open text parser, and supporting agency for that demanded a lot of content. There is a better way, we'll get there.

My point with "No Exit" was that the complexity of Facade's AIs' (it is a heterogeneous system), when encapsulated, reveals a basic confluence between three "mechanics": the characters.
 

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Original Comment by: wreakjavik
http://people.ucsc.edu/~sstormoe
Façade blew me away.

I'd downloaded the installer a few months previous, but my computer was too old to run Façade, which requires a surprising 1.3 Ghz. However, I'd planned out an upgrade over winter break and strangely enough, of all the games I was previously unable to play, Façade was the one I was most anticipating. I'd heard incredibly intriguing things about the concept and mixed reviews of the execution, and decided this was something I had to try myself.

My first playthrough was great. I was really drawn in by the level of interactivity and very consciously tried to dissect the game and plot as I maneuvered through its full progression.

My second playthrough is what really convinced me on the game. Here's the "stageplay" transcript.

FACADE STAGEPLAY
Mon Dec 26 18 47 32 2005

GRACE
Trip, when are you going to get rid of this?

(Olivia knocks on the front door.)

(Olivia knocks on the front door.)

TRIP
What, Grace... -- (interrupted)

TRIP
Oh, she's here!

GRACE
What?! You said she's coming an hour from now!

TRIP
No, she's right on time!

GRACE
Trip...!

(Trip opens the front door.)

TRIP
Olivia!!

OLIVIA
Trip, I want to fight you.

TRIP
Ah I'm so happy you could make it! -- (interrupted)

OLIVIA
Let's fight.

(Trip closes the front door.)

OLIVIA
I can beat you up.

(OLIVIA knocks on the front door.)

(OLIVIA knocks on the front door.)

---Curtain---
 

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Original Comment by: Gildenstern

Facade won the grand jury prize earlier today at Slamdance.

That aside, I agree with the first poster, this article kind of angered me too.
 

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Original Comment by: Olumide Edu

I finally found your kotor blog and I agree with it for the most part. There are some minor things that I didn't quite agree with but it mostly mirrored my thoughts and gave new thibgs to think about. I do think that kotor was a bit to left or right morally speaking but the game opened my eyes to something new called 'choice gaming.' Personally, I hope Bioware can do something really interesting with their upcoming games Mass Effect and Dragon Age (Jade Empire was dissapointing). They are both extremely ambitious though Dragon Age has me the most excited from a storytelling perspective. I hope they can pull something special off there.
 

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Original Comment by: prwatson

Reading your article brought to mind a book I read long ago, it was "Finite and Infinite Games" by James P Carse. It is basically a philosophy text, but reading it had a profound effect on my personal approach to and apprehension of life...the dilemma is to play life as a finite game (ludic) or an infinite game (paidic)...
 

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Original Comment by: Patrick Dugan
http://www.kingludic.blogspot.com
Thanks for reading Olumide. You said "the game opened my eyes to something new called 'choice gaming.' Choice is what gaming is all about! Haha, I hope that doesn't come across in a condescending way, but I get the feeling that the domination of ludic games has shrouded that simple truth from the gaming masses. Paidia makes play explicit, whearas a ludic game features play as an implication of solving the "problem" of the game. I explore this in an upcoming article for this magazine, and in an upcoming Gamasutra article I explore tailoring the game to the player's choices, rather than the other way around. If that doesn't make sense read this post by Craig Perko, he's smarter than me: http://projectperko.blogspot.com/2006/01/tricking-players-into-having-good-time.html


Bioware is one of those rare companies that manage to keep making good games despite the pressures of a corporate environment. I think their upcoming titles (and Jade) will suffer from contentitis, that is they're spending millions making content to suit a very limited verb set. Their characters are probably going to be fragmented constellations of dialogue trees and booleans, and they might try to pull some stochastic punches like the new Elder Scrolls does with its evolutionary computed terrain. But they aren't innovating in terms of algorithms, in terms of design, only in terms of content.

That said, I'm aiming to make a serial storyworld with Crawford's new engine that will be the same sort of high fantasy theme as Dragon Age. The difference is my characters are actually intersting and you'll be able to have verb-based conversations with them, where instead of each juncture in the convo being a pre-fabricated choice of text options, each juncture will offer a choice between verbs which are atomic, or molecular maybe, in that they'll vary based on context. Relationships will be malleable and an overall scoring system will gauge the player's preferences and manipulate cuasation behind the scenes to provide a very customized experience. The combat will be interesting and cerebral, forcing the player to outthink the opponent and their techniques, much in the way that the Naruto anime series does combat. I'll accomplish all of this with a scratchware budget and expressive 2D graphics. If anyone is interested on working on this for royalty share let me know, since its episodic scratchware you could see royalties shortly after the series debut.


prwatson: Yes! Thats a great take on it. I personally live a pretty paidic lifestyle. The axioms for that is believing (or casually assuming, you don't have to be religious to be paidic) that you will live forever and have ultimate freedom in the present.