I’ve been working midnights this week, so my thoughts probably have not been very lucid.
Quote: Unless it is something like chess (strategy) or a simulation (statistical approximation), it is going to be a story. Whether it is like a choose your own adventure, deterministic, or one that evolves due to player interaction, it will still need to abide by the rules good stories have always followed: the hook, plot, suspension of disbelief.... exc.
There are no quasi stories. It is a story, or its not.
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You did ask:
Life stages, meta routines-Is this gameplay?
I’m giving my opinion. Maybe I’m wrong, but I like to think I have good taste.
You strike me as someone who wants to put something on the market better than the other guys.
Quote: If you were talking about a book, I'd agree. But an RPG's definition is notorious for morphing, depending on the player. I have a great deal of disdain for the straight-jackets that pass for stories in games like Final Fantasy and Shen Mue, so it's likely that we won't agree on what makes a good story.
I think a successful player story won't follow any kind of multiple act structure, though it will have build-up and resolutions. I'm aiming more for the rambling event chains that make tabletop RPGs fun. This will certainly need a wide variety of situations, but because you'll be controlling the flow of the narrative I don't want any hand in trying to goad you down one path or another solely to satisfy some dramatic requirement. Sandbox-style play, and the stories that arise from it (mostly context and pretext for actions) can only be supported by abandoning a rigid, traditional definition of story.
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(Again, I do believe, I said not a modern 'Zork'; I had no interest in F.F.)
Quote: Side note: Even 'ZORK' bored me before I ever completed it. Although it did have a killer text engine for the time, I found the game far too silly, far to restrictive. I noticed that it did appeal to people who love trying everything out, just to see what happens. I find puzzles like that, where you have to try everything out, to be a series of ego trips for the creators. "Now, guess what number I’m thinking of... nope. Wrong. Try again... nope. Your not very smart are you...nope. Damn your stupid... See. Wasn't that easy........." Some people think this is very creative, but in fact it is just a guessing game. I have no desire to think like the person who made the game, just to get to the next challenge. The puzzle needs to reasonably follow some normal reasoning process. Not puzzles like...."You awake in a room with no exit... all you have is a stick. Now, you have to figure out how to get out of this room..." (P.s. The last line, which I heard from a neighbor who won the Indiana lottery, does have a solution ...hehehe. I enjoy ego trips, occasionally. I wouldn't put one in normal play, but as fluff, an Easter egg. N.P.) J |
Oh, I agree… almost.
But, I didn’t say anything about multiple act structure. Multiple act structure is not required for a story, a play, yes, but not a story. I’m not saying you can’t use a ridged structure for a story, but it isn’t necessary. If it were, RPG’s wouldn’t work.
But, RPG’s are built on story telling. RPGs are stories, not strait-jacketed necessarily, but they can't not be stories. I never liked being too restricted in a game either, whether it was a tabletop RPG or a computer game.
Traditionally, a story only required a series of events, and a character. That was the narrative, a snippet of the characters life often without the mundane everyday tasks of his life. This was often some important event, usually with some lesson to be learned, like eat your broccoli. What was crucial was emotional syncopation.
Sandbox-style play, doesn’t abandon the traditional definition of a story, it revels in it.
No, you are not writing a novel. I think I get that.
That would be far easier than writing a game; you wouldn't have to program anything.
But, remove the rules story tellers have used for hundreds of years and all you have left is people killing wandering monsters or NPCs, a hack and slash game. Or, as another example, if you reduce the over all content and add in the meta idea, you will end up with the same effect as reading a bunch of headlines without the stories to go along with them.
Blah, Blah, Blah…
Canned soup.
And, I don't think your aiming there either.
When I said the hook, plot, and suspension of disbelief. I meant emotional draw and the techniques used to establish it.
I'm Talking Depth here.... a feeling that the computer isn't just spiting out randomly mixed phrases.
It's the difference between: "Wowsa, what a ride. I hope I didn't miss anything."(And knowing you did ) and "Ok, if I put my money in beans I'll make two thousand credits instead of five hundred."
(Say those phrases aloud and you will hear what I mean.)
I'm talking emotion.... that’s why a hook works. It is how a hook works.
And, there is no reason to limit your game to just one hook. You could even make the program generate many hooks with emotional appeal, if you think about it psychologically.
Actually making hooks that attached to different NPCs might work even better than generic events. NPCs you love to hate… NPCs that intrigue you… NPCs that scare you…
I'm talking about snippets of text that immerse the player in the game when he reads them that will pull him in. Text, that puts more story in his head than what you or the computer can write, with grip. Let him make the details come together, but give him enough to keep him interested at any level of play. Give him the illusion of coherency.
How often do people kill other people for political power, or money? Think how often does the same scenario plays out in the real world, at all levels, which is the essence of what plot is. It is a general structure, not a detailed one. Think about how “Pulp Fiction” played out… Such a structure maybe bypassed, but the consequences are still felt. Ignorance is not bliss.
You can use solid story lines strictly with key NPCs, Planet histories, predictions of possible future events, or even plots hatched by random NPCs in positions of power. Please note, that none of this need be confining for you or the player. It should all be discard able, (not completely, but so no one part will inhibit player progression) but tie together if used, cohesively. And yes, the nouns can be swapped.
Story lines are history, the past, not the future.
Even predictions of future events are in the past, glimpses of what must come to pass or what may come to pass.
Some future event has actually already occurred.
Again, meta just puts the bar that much higher...... you are condensing content after all :)
Just a few additional thoughts...
I’m going to use a lattice structure instead of a tree, far more recursive and flexible. I can even use the same structure differently in different situations.
Rubik’s cube, crosswords, word finds, all Sims, and all strategies are puzzles. And, yes FPS are puzzles too; they are puzzles based on time and space.
All puzzles are games, not all games are puzzles.
(Games of chance can be very addictive. They require no story. They have no mystery. They are not even a puzzle. They are just chance and probability. But, casinos make millions every year. There is no short supply of people willing to play.)
Sims and strategy games may have story lines, or none at all.
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"One cannot attain the limit of artisanship, And there is no artisan who acquires total mastery." - Ptahhotep 2350 B.C.I would also like to emphasize the following as being the #1 mistake in modern physics / quantum mechanics. (If you can’t measure it does not exist, if you can… it does.)-The founder of general semantics, Alfred Korzybski, called this tendency to believe that one’s measurements are also the very things being measured “the illusion of mistaking the map for the territory.” And, we haven't even talked about Werner von Heisenberg's uncertainty principle, COP, or the possibilities of FTL.