Original Post
We had to table that part of the design for awhile, and I was wondering if anyone had made any progress in the meantime.
Quote:
Sunandshadow Wrote:
A plot outline can easily be built out of the following building blocks:
Character A is in state J.
Character A is impacted by action X
Character A reacts, changing to state K.
Character A takes action Y.
Character B is in state P.
Character B is impacted by action Y.
Character B reacts, changing to state Q.
Character B takes action Z.
Character A is in state K.
Character A is impacted by action Z.
Etc.
Note:
- A character can be impacted by his/her own action or an outside action not performed by any of the characters such as a natural disaster.
- Taking an action might mean chosing to do nothing as well as actually doing somthing.
- A single action might affect more than one character.
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An interactive story generation engine ought to pick the subject of the argument, but not the conclusion - the player's actions ought to determine a conclusion which is appropriate to that particular player's desires and opinions.
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An interactive story is not a 'storyline' as much as it is a rat maze and the player is the rat, choosing whether to follow the smell of the cheese or some other desired goal, choosing whether left is better than right.
by: sunandshadow
Quote:
Original post by Wombah
As I understand the non-enforcing system, with the rat maze analogy this would mean that the system should adapt the maze each time the player/rat turned either left or right, so that the goal is either still accessible, or by moving the goal to somewhere in front of the player.
Here's how I see it:
Either you do this without moving the frame of the maze. I.e. you have a maze that is fully contained in a square. Within that square, the maze is dynamic, but it never extends outside the square. This is a form of 'enforcing' the story, since there are some paths that simply are not accessible to the player. If you add the constraint that the goal stay in it's place, you more or less have the system I tried to describe earlier, where the overall story arc (from start to goal) stays the same, but the specifics of the path varies from one maze instace to another. One downside is that this kind of story is no more fully dynamic than any good multi-linear story of games that exist today. The upside is that you can automize the process of writing the multilinear story, and focus on the overall storyline. You alleviate the problem with exponential growth, in effect.

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