Plot As Thematic Argument, Characters As Thematic Vectors
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.
When you use mathematical terminology such as coordinate systems and vectors, are you using this purely as an allegory, or to describe how theme and changing character traits could be abstracted to a form that could be represented by mathematics (and therefore also by a computer program)?
So, spacifically I am using the word vector here to mean "an object with known traits, the 'inner urge' to move in a thematic 'direction', and the propensity to interact with other vectors and be affected by environmental conditions." But a character does not necessarily have the same number of dimensions as a regular vector, does not necessarily have a steady velocity, and does not obey Newtonian physics but instead behaves according to a sort of 'dream logic' or 'social calculus' which I am still trying to understand.
Do let me know what you think about the idea when you are more awake. [smile]
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.
Possession? What about ownership? indentity? affinity?
political alignment? What about group affiliation?
"character interactions are somewhat arbitrary"
Smacks of probabilities and metaverses, perhaps some fuzzy math and weighted graphs, a nueral network or a terrain explorer - social terrain.
'dream logic' or 'social calculus'
There are different approaches to understanding these. One approach that might lend itself well to virtualization and "gamification" is "Constitutive Rules". Here are a few links:
Constitutive Rules and Institutions
Coordinated Management of Meaning
The new role of the constitutive rule
The social ontology of virtual environments
Articles in Jan 2003 issue of American Journal of Economics and Sociology
The construction of social reality
However some sort of probabilistic approach might be worth considering. You might estimate for a particular confrontation there's a 75% chance of outcome X, a 20% chance of outcome Y, or a 5% chance of outcome Z. Of course, since the author is completely in control of the whims of Lady Luck, maybe calling it something like thematic desirability would be better than probability...
Quote: Original post by LessBread
"Y=possession/political alignment"
Possession? What about ownership? indentity? affinity?
political alignment? What about group affiliation?
Ooh, interesting responses! I will have to carefully read through these and investigate the links (my turn to be too sleepy to think about hard stuff at the moment), but I figured I would answer this first point since it was a simple matter of cutting and pasting. I described the concept of this Y axis in the Did anyone ever make any progress with Interactive Storytelling? thread:
Quote: A protagonist by definition is a character who is driven by a motivation to try to accomplish a goal. An antagonist (a very common but not universally necessary ingredient in a story) is also a character who is driven by a motivation to accomplish a goal, and this goal is one in opposition to the protagonist's. The protagonist and antagonist thus represent opposing thematic vectors.) Every goal that every character can have in a story is to affect the alliance/ownership state of an object (where the object could possibly be another character.
What do I mean by the alliance/ownership state of an object? Well, here are a bunch of examples: The protagonist wants to acquire the treasure. The antagonist wants to own the protagonist. The protagonist wants to stop being enemies (the negative version of being allied) with the antagonist, either by removing the antagonist's ownership of threatening weapons or by removing the antagonist's existence as an enemy by killing him. The protagonist and antagonist struggle over the ownership of a powerful foozle, or the rulership (ownership) of the kingdom, or the love of (alliance with) the princess.
So, the essential quality of every character and other object in our game is its relationships of ownership/alliance with any of the other objects in the game. And the plot of our game's story is the pattern of change in these relationships of ownership/alliance. A pattern of plot is like a sentence structure with different grammatical slots where you plug in nouns and verbs and things. Thus we can generate the characters and objects with which to initially populate the level of our game by analyzing our plot pattern to find out what slots we need to fill, and analyzing the theme we desire to convey to find out what details each object filling each slot should have.
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.
I'll have to take some time to consider your response and the content of that link before responding to it. It just seems to me that "political" describes an allegiance to a larger group rather than say the family (not necessarily a nuclear family) and that these more intimate bonds have the potential to produce more powerful stories, stories that resonate somewhat organically. On the other hand, allegiances to larger groups, in so far as it requires an effort to construct them, might be considered more vulnerable to disruption and thus more fruitful for story telling.
Also, in case you missed it, I added some remarks to Plot III too.
Quote: [Searle's] ontology of social reality thus rests on four components:
1. certain physical objects
2. certain cognitive acts or states in virtue of which such physical objects acquire certain special sorts of functions
3. these functions themselves
4. contexts in which the given cognitive acts or states are effective.
What I am interested in here is point two, or more specifically the logic according to which functions are evaluated as 'appropriate' to be assigned to particular objects. Or to phrase it a different way, our subconscious evaluation of what behavior is 'appropriately' expected from a particular object. What I am looking for is a theory of psychology/sociology, not ontology.
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: Original post by Trapper Zoid
...since the author is completely in control of the whims of Lady Luck, maybe calling it something like thematic desirability would be better than probability...
Oooh, nice pharase! I'm gonna steal that, hope you don't mind. [wink]
That makes things nice and orderly: 'dream logic/social calculus' tells us what results are possible in any interaction between two vectors, then thematic desireability is a calculation of which of these results is preferable in that it will contribute the most to the soud construction of the story and clear, efficient conveyance of the story's meme. [smile]
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.