characters, plot strands, algebra
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Quote: So, The weaving of a novel is a process of choosing which plot strand(s) to explore in any give scene, while making sure that all the plot strands get explored
It is the difference between designing a story for a game and designing a story that is the game.
I don't have anything to comment on your thread. Your notion that the formula was rigid was correct, and it didn't say much except for estimating the complexity (why would you need to estimate the number of strands? I needed to do that because the story is a game and I need to know the size of the branches to estimate the width and length of the game). For Cryo I didn't use use such estimation because the math will be an overestimation:
1 PC - Primary Character
4 RNPC - Primary Character
9 NPC - Secondary Character
4 External Threads
1 Global conflict
= 19 threads
Secondary Characters in Cryo also have inner and interpersonal conflict. If you use the math and assume that the agents are fulling connected, or pair-wise connected, it will lead to an overestimation of the size.
Quote: Original post by Estok
1 PC - Primary Character
4 RNPC - Primary Character
9 NPC - Secondary Character
4 External Threads
1 Global conflict
= 19 threads
What are the 4 external threads, if I may inquire? I'm having difficulty imagining how there can be more external threads than the global conflict.
Quote:
Secondary Characters in Cryo also have inner and interpersonal conflict. If you use the math and assume that the agents are fulling connected, or pair-wise connected, it will lead to an overestimation of the size.
I was defining secondary characters to be those who have no internal conflict. If that isn't true for yours, what would you say is the difference between primary and secondary characters?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
The external threads are problems that the player can get involved in. The outcome of these threads affect the global thread but do not dictate its final state. They are not part of the global thread, but are parallel to it.
4 External Threads:
- Dark Crescent (The secret service of the Cincra)
- NaraSuh Project (The integrated city development project)
- Phoenix 5KF (Racing/Competition: The TaraSuh way of life)
- Freeing the Contaminated (The environment)
1 Global Conflict:
- Revival of the burning past (Cryo)
In your definition, none of the 13 characters are secondary characters. The difference between an RNPC and NPC is their degree of interaction with the PC, their semantic role, and their data structure.
The RNPCs were the 'first-tier' spawns to iconize the two new races, and the two sides of the human race. The NPCs were the 'second-tier' spawns to support the RNPCs. There is a layer of 'third-tier' NPCs that further substantiate the plot. Their degree of inner conflict is reduced. The third tier NPCs are probably what you would call as secondary characters. Examples of the third-tier: (In numpad order)
Cell 7 - The Lake Monster: The monster in the Northwest
Cell 8 - Case: Frequency's designer
Cell 9 - Templar Prototype: The Templar newborn
Cell 4 - Pluffy: Krystal's pet
Cell 5 - Rosefinch: Frequency's bike
Cell 6 - Eubola: The incomplete system the Templars protect
Cell 1 - The Canyon Monster: The monster in the Southwest
Cell 2 - Gaida: Shamila's best friend
Cell 3 - Baby Wyruka: The Wyruka newborn
And there is the horde of filler NPCs (fourth-tiers) such as neighbors, summons, bots, comrades, enemies, competitors, etc.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Most of the NPCs are not rooted in a location:
Wyruka Queen - 6
Ulora - 8
Chero - 14
Templar - 6
Hoplite - 8
Luth - 14
Cryo - 18
Dem - 18
Ark - 18
= 110 shared by 18 locations = 6 each.
So each location in involved in about 4+6=10 threads.
Currently there is no difficulty implementing this size. Memory is not an issue. There is a way to map this. I don't see much of a reason to estimate the number of threads and plot strands. The only reason I mentioned this in the other thread was to show that a branching trees and flowcharts would be incompetent for respresenting the complexity.
It seems you thought too much and it came around:
Quote: In Xenallure the number of plot strands available at any given is also limited by setting - specifically the player chooses which of up to 7 locations in the game to spend the next day at, and can only interact with the characters who are there.This is how things go normally even if you didn't think about threads or strands.
Due to the multi-thread nature of the story, Cryo uses a different approach. In order to solve the overall puzzle, the Player needs to know quite a lot about what are going on at different parts of the world. To immerse the Player to the Situation, Cryo allows the player to interact and explore in different forms--PC's physical form, Krystal's ghost, and other avatars and agents. Controlling Krystal's ghost is not that much of a surprise, the Player is going to figure that out way before the PC does. It is just another way to starve the Player. Much of the gameplay involves the Player trying to make the PC aware of a certain situation. There is a distinction between the motivation of the PC and of the Player. The Player is not the PC. The PC is an optimistic dumb guy that doesn't know what is going on, it is the Player's game to find and reveal the truth to the PC. The PC does not represent the player, and the player does not have complete control over the PC. Through the PC's exposure to the events, the motivation of the PC will change.
Quote: Original post by sunandshadow
The essential difference between them is dynamism. Secondary characters do not fundamentally change during the course of a novel. Primary characters, while they may in the end decide not to change, struggle throughout the novel with forces pressuring them to change and other forces holding them back from changing.
Hmm, interesting many games don't feature much in the way of other characters trying to change the main character. I suppose that this kind of thing could create an interesting dynamic, for example having various guilds (ie. social groups) that try to get you to work with them, hang out with them and start to think like them.
For example the way that the Gang mentality takes over your character in GTA.
It would be interesting to see several different groups each with different causes, ie. the choice between an aggressive pressure group and a pacifist non-violent protest one.
One of the aspects of this show I have admired since the first episode was the ability of the authors to have so many threads running concurrently, all in real time. It magistrally answered the first question I asked myself when I started watching : "if it's in real time, how are they gong to fill in the dull moments, like when they must drive from point A to point B, or the characters are doing something like going through the records in a computer, or waiting for a pickup, etc".
Turns out, they simply switch to different characters.
In effect, the amount of characters and the consequent number of possible interactions, plot threads, which would normally not be explored due to the "lack of time", here becomes an advantage! A way to keep things moving while somebody else isn't being so exciting to watch.
There is something about the efforts it must take for the authors, to make all seem to flow naturally, that I found amazing [smile]
Anyway, I don't know if you can see where I am going with this, but I think this answer your concern that "all those plot strands can't happen at the same time".
Actually, they can. You just have to make the high points of each separate strand be occuring at a different time than the other strands.
If the strands were waveforms, the goal would be to align the signals so that, instead of overlapping, they would overlap as little as possible, in a manner where there would never be any down time.
It's what happens in 24: instead of having an action sequence, then calming down with some talking (as in a normal action movie). You just keep switching from a high octane situation to another crisis, the focus leaving the characters while they are having their "quiet moment" (say, while they are recovering after a fight).
Hope this is helpful ? [rolleyes]
Downtime is almost never an issue in story-telling, because fast-forward, flashback, and perspective-switch are instinctly used by the designer. Scripted story design never ran into the problem of downtime to begin with, it is only through reality shows when the existence of downtime become apparent.
There is not much reason why the time of presentation needs to flow in a constant rate. Time scaling is a usual property of story-telling. You are correct that if the story has to be presented in a constant time flow, then it is logical that the events are scheduled by the designer to cover all downtimes. 24 is such a design where time needs to be presented in a constant fashion, where all events occur within the 24 hours. Normal designs do not run into the design constraint that 24 has.
A situation where that constraint exists is in a story platform of persistent world with multiplayer. The idea is to let the players to be entertained by stories occuring in real-time no matter when they log on. I don't think the story designs mentioned in this thread so far encounter the problem of having downtime.
Cryo
Cryo is not subjected to the constraint of constant time flow. When there is a potential downtime, the slot is filled with thoughts and flashbacks. By default, the design of Cryo does not use uncontextual perspective-switch. There is a reason in the context of the story that the PC is able to view each remote event. It is part of the gameplay for the player to establish such reasons to gather information to solve the mystery.
The reason I do this, is because uncontextual perspective switch, although useful, is not an integrated story-telling device, that it is potentially unsatisfying for a mystery game, because it leaves the player thinking, "how would the PC know this? The PC is not supposed to know this." Yet, a design goal of Cryo is to starve the player through the difference between what the PC knows and what the player knows. So eventhough only contextual perspective-switching is used, the interpretation of the PC may not align with the truth. It is part of the gameplay for the player to make the PC realize the meaning of the observation.
(i.e. both the PC and the player saw the scene, but the player thinks that the PC interpreted the situation wrongly, or is deceived by the RNPC. The player identified who the villain is, but the PC does not see the RNPC as a villain, therefore the player desperately tries to find situations where the evilness of the RNPC can be revealed.)