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Posted 10 August 2012 - 02:40 PM
"Only idiots quote themselves" - MisterFuzzy
Posted 10 August 2012 - 03:54 PM
Posted 10 August 2012 - 04:10 PM
Posted 10 August 2012 - 05:08 PM
Posted 10 August 2012 - 05:13 PM
Posted 10 August 2012 - 06:14 PM
Edited by aattss, 10 August 2012 - 06:15 PM.
Posted 10 August 2012 - 07:37 PM
Posted 10 August 2012 - 10:14 PM
Edited by Trapper Zoid, 10 August 2012 - 10:20 PM.
Posted 11 August 2012 - 03:45 AM
Edited by slicer4ever, 11 August 2012 - 03:45 AM.
Posted 12 August 2012 - 12:15 PM
Goodness, no. I guess I could have been a bit more specific about what I am looking for in a game generator.
I hope it's not "your feelings of affection for some other character,"
"Only idiots quote themselves" - MisterFuzzy
Posted 12 August 2012 - 04:15 PM
If the player saves a villager, and nearly kills himself/herself in the process, there should be some form of "sympathy" between the entities, and perhaps the villager would bring the player back to full health.
Maybe you watch as the village chief's daughter is eaten by a vicious dragon, and the villagers resent you for not doing anything (and players are then less likely to receive any assistance from them).
Perhaps you awaken a monster in a cave, and it runs away. Nothing happens initially, but then villagers start to go missing: Then the player would have to hunt down the monster, and once the monster is dead, all villages that had members go missing would consider the player a "hero," because they have no idea that the player released the monster in the first place! If you wait too long to find it, though, the villagers investigate and find evidence that the player released the foul creature.
The more I ramble, the more this sounds like predefined events...
Posted 12 August 2012 - 07:04 PM
Edited by Caldenfor, 12 August 2012 - 07:05 PM.
Posted 13 August 2012 - 07:39 AM
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Posted 13 August 2012 - 07:55 AM
(Of course, there are a few weirdo games like Minecraft that don't really have a story, but let's not drag them into this discussion).
There is indeed a story, and an end of game credits roll if you do kill the dragon in "the Endworld"...
Aside from the fact that the content is not generated, Skyrim comes pretty close to achieving this. A series of otherwise accidental events leads you into one or many of the main quest lines which are optional. Skyrim developers were however kind enough to provide a "main questline" as a fallback/tutorial.
but upon interacting with other world entities a rising action builds, and depending upon how the player responds to said rising action more quests are generated and the plot is developed further.
What worries me if not the procedural portion of your idea. To a certain extent, progress quest managed to do this fairly well, even though it was absurd.
The problem is, I can't think of any way to do this other than assigning predetermined quests after the player has reached a certain point within the game.
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Posted 13 August 2012 - 07:56 AM
Edited by DrMadolite, 13 August 2012 - 08:09 AM.
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Posted 13 August 2012 - 08:32 AM
I may be slightly off-topic here, but I've never liked the idea of being told a story in a game. It's nice in some cases, but generally I prefer to be the one making the story as I go along. After all, the player is supposed to be the hero, not just some bystander who just happen to play an important part. It's like being told what to do, sure it's a good way to direct the player through the experience, but hold his hand too much and he's likely just gonna quit the game.
Just look at how brutal Minecraft is to the player (I know, but these games do matter to the discussion because they're not as weird as you might think), in terms of leaving him/her to figure out what the game is all about and what they need to do. A similar paradigm can be found in Demons' Souls and Dark Souls too, and I don't see a lot of players complaining over those games to.
But to redeem my comment in terms of topicity:
A random/generated story can be really nice, I think, if it's general enough and doesn't tell too much. I thought the random quests in Daggerfall, for instance, where awesome - even though their syntax repeated themselves all the time with just a minor change to names and objectives.
The bottom line is this, IMO: Plot and story is important to a game, but telling a story isn't just about explicitly telling it through language. Just seeing a monster in a world, for instance, can tell a story onto itself - the demography in this world, biology, history, you name it. But because it's not explicit, it also provides a sense of mystery too - which I think is superior to any dialogue-based storytelling device.
Posted 17 August 2012 - 03:07 AM
Posted 22 August 2012 - 12:48 PM
Posted 23 August 2012 - 01:35 AM
Data repeats, but not in a bad way; playing skills and expectations are simply shifted and abstracted from "play this particular content" to "play any of countless possible combinations and contingencies of content".
Yes, data can be generated. That's no surprise. But in the history of all randomly generated data, it's always been pretty easy to tell that it was generated, because the data repeats after a while whatever you do. You still need to hire artists and writers to fill in the blanks and give the algorithms something to work with, and at some point, you might say to yourself, "Boy, I wish there was an easier way to do all of this..."
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