Quote:Original post by Trapper Zoid Propp's work is a bit too formulaic; good for classifying Russian folktales, but not really suited to anything else. A Propp-like approach might work, if we could find a similiar classification for a game story (frankly, the repetitive plot elements I see in RPGs suggest it wouldn't be that hard [smile]). |
[sick] There isn't really any such thing as "a game story". You could make a game based on a folktale as easily as any other kind of story. But I don't think looking for a particular type of story to implement is the right idea. The best option is to understand what all stories have in common, which is where I'm trying to go with explaining this stuff. [wink]
Quote:That's similar the Jungian/Campbell approach, right? The story as a journey. That's the model I'd like to use. |
The heroic journey, if that's what you mean, is actually Vogler building on Campbell - I personally can't stand Campbell and don't care much for Vogler either. Or Frey, he's in that camp too. I'm not a big fan of hero/quest stories, and especially not of models of plot that exclude every other type of story. [rolleyes]
Nope, this is my own original theory of plot, containing the best bits from about 50 different sources. [wink] To read about where I got the story-is-a-circle idea, check this
journal entry Anyway, my point is that this is "The Sunandshadow Approach" even though it will contain some elements found in various other approaches. This approach includes but is definitely not limited to hero/quest stories.
Quote:...modelling interactivity with theme and memetics might be a bit too tricky a starting point (at least for me); it might be best to pick a single theme for a story and base the interactivity around that. |
I'm not saying it's necessary to model memes, I'm saying that a story is a meme and is interpreted as such by the audience. Transmitting a meme is the purpose/function of a story, and one test of whether a generated story is a good story.
I also think picking a single theme may be a good approach. But that's a hypothesis we want to test, so first we need a sandbox to test it in. So I propose the following thought experiment: we will verbally describe a hypothetical interactive story game, a simplified version of Xenallure.
Let's call this game Island. The game begins by generating an island, let's say it's a square island composed of a 3x3 grid of rooms. The game generates a starting story, populates one or more rooms with objects and NPCs, then places the PC into the first room and delivers to the player the exposition and initial incident so that the player can begin playing the story.Are we all in agreement that any interactive story game would have to begin something like this? The island could easily be substituted for a castle or a house, or whatever enclosed setting. Optionally the player could be allowed to customize the PC and/or take a personality test and/or pick the story's theme before the game begins. But other than that, can anyone find anything in this beginning that could/should be done differently, or is this the way an interactive story game must begin?
Edit: Oops I spelled Vogler wrong. o.O
[Edited by - sunandshadow on October 28, 2005 4:21:32 PM]