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Original post by Wysardry
Okay, I'll try answering the updated version:-Quote:
Original post by Alpha_ProgDes
And unfortunately, now I have to backtrack. If the game doesn't end then we run into the problem of procedural content and events. The game is creating the game. That's massive.
If the PC was free to do his/her own thing, yet could still influence events at any time (s)he chose, then the underlying system would already be capable of dynamically changing and adding events etc. to some degree.
My previous reply still applies to the remainder of your post.Quote:
Original post by Trapper Zoid
I was toying with making my system episodic. Since I'm interested in modelling the structure of stories, I was planning on having events mimicing the form of adventure stories, sagas or possibly comics; i.e. problem set-up, quests for testing the protagonist, problem resolution. Then there's no reason to not start another story with the same heroes and villains.
That sounds a lot like the way individual PnP adventures are played, and they can be experienced in isolation or as part of a larger campaign. A computer should be able to allow a player to experience several of these simultaneously.
Episodic gaming on open-ended gameplay is something that cannot happen.
I'll explain.
If the end of one episode can be ANY situation, how do you choose the initial situation of the second episode? Let's say you DO have a limited three-choice ending per episode. On the second episode, you must have nine stories going parallelly. On the third episode, that's twenty-seven, and by the fourth, you've reached the 81 figure. ON the fifth episode of your semi-open-ended you've had to produce a hundred times more content than if you had completely foregone the semi-open-endedness of the episodic gaming.
Unless you deliberately decide to let the player choose his own experience, episode per episode, and then impose on him one of the endings as the one you chose for the following episode.