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ahw

36 dramatic situations...

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I knew it was still around, and at last I found it again An excellent link. What do you think we could do with that, in the context of games ?

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Those situations are incredibly useful... they can be applied to a model for generating stories - and therefore the pure nonlinear story game.


Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.

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and once again, I ask :
How could we decompose this into easily modifiable, reusable, building blocks ?

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Diablo uses a random map generator which pieces together maps by using predefined building blocks (rooms/areas). This way the game manages to have random maps which is still navigateable and looks fairly good.

Maybe this concept could be taken one step further and we could build random stories of similiar "story building blocks".

For example when you first enters a city a "save girl from evil wizard" quest is generated. The game then selects two of the NPCs to play the girl and the wizard and set up their stats, motivations and so on accordingly. Once the game has used this "story building block" the random story generator could then go on and select from a new set of "building blocks" which is compatible with the first one, until all (important) NPCs have a role to play.

Next time you play the game (with a new character) a new stories/quests may be generated and the roles of the same NPCs may be totally different.

Regards

nicba

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We all have a lot of courage bringing this sort of thing up on a forum moderated by the Landfish

Stories pieced together randomly like the mazes in a murder-based game?!

It is an interesting conecpt though. I''m still trying to think it through, but having to actually work plus all the alcohol still left in my system from last night is not helping.

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Actually, Landfish, the piecing the story together idea is a bit much. I find the idea very facinating, and like talking about it. It's loss of too much control even for me

I am more thinking of doing something like what we were talking about in the Quest Analysis thread. Make the quests very loose as far as what the player can do, but still pre-constructed. As ahw was saying, I am thinking of using a finite state machine to let the quests react to what the player is deciding.

The generating stories from compenents is interesting though. It might be more suitable for an MMOG.





Edited by - Nazrix on September 11, 2000 7:19:17 PM

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There actually is an existing formula for generating fairy-tales. I''m sure it would be simple to come up with one for a romance novel (fortunately-unfortunately would be its basis), or a fablieu. But the formula for each of these would be totally different from each of the others, so you would have problems if you wanted the basic type of the story to be flexible.

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