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A program to fabricate and articulate a plausible interlude

Started by October 11, 2003 09:49 PM
129 comments, last by bishop_pass 21 years, 2 months ago
quote:
Original post by intrest86
But in single player games, those in between connections can be written by the game writers with the specific purpose that they be run. There is no need for a random generation, only people who play the game over again would ever benefit from the feature...


Wouldn''t the game be more interesting, if you knew that it wasn''t all just a script? That you''re playing what could amount to a very different game than the designers ever even dreamed of? Even with a set of very closed schemas as BP calls them, isn''t the potential so much greater for such a game as opposed to scripted dialogues, actions, encounters and so forth?
quote:

This method would effectively remove control of plot in a single player game from the creators, even though as a medium control of the plot is not only essential but the default.

Why would that even matter? If the story comes out well is the game not still a success? Even so, it''s up to the creator what elements are present to be manipulated and interacted with.
K.I.S.S.

By throwing in another factor that can at most keep the story at the same level of quality as if someone had written it in the first place, you are really only leaving the story one way to go, and that is down.

That is why I think that it is best for a situation where the writer CAN''T write a plot for the character.
Turring Machines are better than C++ any day ^_~
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quote:
Original post by intrest86
K.I.S.S.


I don't readily consider myself stupid, and why should anyone keep anything simple? Is that what you're looking for? A simple game?
quote:

By throwing in another factor that can at most keep the story at the same level of quality as if someone had written it in the first place, you are really only leaving the story one way to go, and that is down.


How do you know what quality will come from something that does at the present time exist? I think some of the "plots" in the latest games are horribly, obviously contrived and get incredibly tedious/dull quickly. In most games you have the obviously random encounters that offer nothing more than bloodshed and the occasional cliché in the form of a stand off with the boss type character that isn't entirely satisfying for the player. Unless of course mindless, obviously scripted bloodshed at the cost of anything else brings satisfaction.
quote:

That is why I think that it is best for a situation where the writer CAN'T write a plot for the character.

I think it is worthwhile to at the very least experiment with its capabilities and offerings as opposed to just following the staple 10,000 game making tutorials and books without question.

There is no harm in spending a little time thinking about something.

[edited by - kordova on November 1, 2003 8:49:33 AM]
Exactly, I am thinking about it right now.

So, say we bave the lattice of all storyline plots, where each supremum is a better plot and each infinum is worse. A good writer is completely aware that some plots are better than others, and will attempt to move up the lattice as much as possible. We can discount bad writers, because that is like considering this program we are talking about being bad too.

Now, since the program will do something different for each person that plays through, each person has some probability of where they will be placed on the lattice of plot. It becomes obvious that some will be placed lower than others, it is impossible to reach an optimum storyline.

As for "KISS", it is a phrase meant to tell people to keep it simple, not an insult (look back a bit, insults are the thigs bishop_pass uses agaist people that don''t catch on). It is not that complex things are neccesarily bad, but the more complex they are the more that can possibly go wrong. In a single player game that cannot approach that supreme plot, as shown above with lattice theory, little to no improvement has been made but as good deal of effort has gone into it. It isn''t a promising risk analysis.
Turring Machines are better than C++ any day ^_~
quote:
Original post by intrest86
Now, since the program will do something different for each person that plays through, each person has some probability of where they will be placed on the lattice of plot. It becomes obvious that some will be placed lower than others, it is impossible to reach an optimum storyline.
If there was ever such a thing as an optimum storyline, we''d only have one book in this world. right?

And you''re ignoring something much more important: This idea is here as a possible replacement or evolution of games where the player is left to carry forward every moment of a game; in effect defining his own character''s story, but in reality, playing out the boring aspects of his character to boot.

I think you''re really missing the point.

_______________________________
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the only one way to improve with this disscussion is to come with a demo, i think i could cut in gamedev to make an experimental global demo (instead of the local of my game)
then we would discuss about the flaws of the engine and method
i could take 1 mounth or more (beeing alone that''s hard)

>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>


>>>>>>>>>>>>>>>be goodbe evilbut do it WELL>>>>>>>>>>>>>>>
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quote:
Original post by Neoshaman
the only one way to improve with this disscussion is to come with a demo, i think i could cut in gamedev to make an experimental global demo (instead of the local of my game)
then we would discuss about the flaws of the engine and method
i could take 1 mounth or more (beeing alone that's hard)



I'm doing some work, though it's rather novice at that, in the related thread here. (And other concerns aside, I must admit it's rather fun.)

[edited by - kordova on November 1, 2003 12:59:00 PM]
hey! wait! where is this topic kordova???
i have to red it and if there is another topic like that i could help, actually my engine is have compnent of character too

>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>be goodbe evilbut do it WELL>>>>>>>>>>>>>>>
quote:
Original post by Neoshaman
hey! wait! where is this topic kordova???
i have to red it and if there is another topic like that i could help, actually my engine is have compnent of character too


The word "here" in my above post is a link to the other topic. It''s in the lounge though it probably belongs here in the AI I suppose.

Please tell me about your engine.
well just before have you read in the previous page the post i have made???, it''s for correct some flaws (cause to english translation) and having comments about (it''s my last post on the over page)

well i have start learning lisp with this topic and have better undertsanding about it with the other you came from then i don''t that much about it (lisp)
actually i''m not a programmer but an artist, programmation is a tool that use sometime like i would use a pen or a printer, then i learn on-the-fly what i have to know for each specific problem i''m getting into (not a specific behaviour towards programmation)
i have a very flexible analytical mind and broke things easily in abstract piece to handle them more easily

about my engine it''s not a specific engine for problem which was post here but a tool to test my theory about dinamic story
this is a result of as a gamedesigner i think story was meaningless for game (not much that my own opinion) and games was inherently about choregraphia, then to expose this matter i have start study about story (more than structure, also cultural meaning as ex) to know what i''m talking about and find connection with story and game, then fullfil the problematic and expose my idea since i will be suppose knowing the matter in the whole

then 2 mouth ago i ve start a project of dating sims (inspiration from tokimeki memorial) because this genre was the closest to dinamic story into narratives (they already get all the basics) but i have evolve with my theori into a kind of social adventure game (and my preference> dude it''s about date! i''m not that flexible i couldn''t do it)
with this project i have gotten a background material to test my idea and start to translate the theory into some pseudo code and structure

the engine would be able to handle gestion of character which have to be autonomous and respond emotionnly to event within a dramatic structure need
this lead to content generation with fixed content
but while working on i have seen that the model could be expand to content generate on the fly and try to add it into the scenario
some unexpect side effect is some improvement into world representation for agents and learning, while learning is emergent and no need implementation , i will keep the world presentation in his previous stage (it could be expand into an interesting scale but the project don''t need and couldn''t handle this, this also expand a lot the learning efficienty)
the previous page is a bit of the world representation but not all (there is some connection with emotionnal meaning that is the true originality of my system)
but i try to kept the engine the more simple possible

one month ago after put down the basics, i ve gotten a net connection and start some research other the net (wich lead me here too) and surprisingly i have find there is a lot of work like mine and not far from what i have plan but with slight difference
and i have learn about some wheel i have reinvent without even knowing it (i does not know about neural network, but my emotion sys work fairly like those, with semantics and property of object as entry and with a FuFSM as an output with a feedback control to the neural, the suposed amelioration is to use a markov chain algorythme to build semantics and object rather than having them build from start, aka the sys handle learning knowledge)
the gameplay is simple and the communication go only through act and expression (agent talk only to player to give him information, there is no gestion about hi level semantics communication like natural language, not even a multiple choice dialogue, only emotional communication through action)

the story is emergent and use the theory to control this emergent (by thinking of story as balance force of conflict, like an rts the system try to balance force with drama)
much more like ant intelligence which are supervising by managing the pheromone in the drama area (inhibit or reinforce)

but i could do some change to handle more semantics construction
with knowledge base

well it was plan to worked even on a log like rpg maker then it would not be difficult to create it on another platform language (not really done on rpgmk then)

oh! if someone knows about good link about bayesan network knowledge and some good mathematical site where i could learn about statistic easyly (french recommended then i''m in english topic then english is fine too)

>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>be goodbe evilbut do it WELL>>>>>>>>>>>>>>>

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