Quote:Original post by Trapper Zoid
sunandshadow, since you come from a literary background, can you describe the basics of how you would design a story generation system?
Sure. I'll try to sketch out the text-only generated interactive story game I was saying we should aim at. I also want to point out that I don't think it would be too hard to switch to a graphical interface after the game worked in text mode.
Okay, you turn on the game. Here are the steps the program has to go through to make the game happen:
0. (Optional) Gather input from the player which can be used to customize the story generator's output to the player's taste.
1. Spawn a fishtank (enclosed 3D area) which will be the stage for the game or the first level of the game. Spawn the PC (or multiple PCs for a multi-player game I suppose). Good default placements might be the middle of tank floor, one end of the tank, one corner of the tank, etc.
2. Run the Story Generation Engine. This involves consulting the player's preferences if known, and accordingly choosing a setting/genre for the game, choosing one or more Goals which will signal the end of the first level/chapter, choosing Obstacles and methods for overcoming these Obstacles, etc.
3. Spawn the Goal(s), rooms/walls, NPCs, tools, etc. called for by the engine, making sure the Obstacles are in between the PC and the Goal(s), and any tools necessary to overcome the Obstacles are in between the Obstacles and the PC. Random objects such as trees and monsters may also be spawned now.
4. Communicate to the player the initial equilibrium of the setting and how it is disrupted by the initial incident. This can be done in several ways:
- A. The PC witnesses the initial incident as it happens.
- B. The PC recalls the II as introspection.
- C. An NPC directly tells the PC about the II.
- D. The PC eavesdrops on NPCs discussing the II.
- E. An omniscient Narrator describes the II.
5. Control of the game is released to the player, who explores the PC's immediate surroundings. This may include encountering and fighting enemies, talking to NPCs, solving puzzles, acquiring and using objects (including money), playing mini-games, and managing equippage. In the course of all this the PC encounters Calls To Action and Hints. The first call to action (aka telling the player a Goal to pursue) may optionally be delivered along with the initial incident. Other than that, these bits of info may be delivered by means of NPC dialogue, finding written info objects, finding physical clue objects (with accompanying introspective interpretation), and introspective error messages when the player attempts an action that doesn't work. This is the Rising Action phase of the plot.
6. The last Obstacle standing between the PC and the Goal is the Climax, and may be made more dramatic by being a particularly complicated or dangerous Obstacle, emphasizing the nearness of the Goal by one of the methods listed in step 4, having the villain NPC (if there is one) taunt the PC, and/or dramatic music.
7. When the PC obtains the Goal (note that in certain games this may include the PC's death at the end of the game) it is essential to praise/reward them in some way, and to either communicate that the initial equilibrium has been restored/repaired if the game is over; or if the game is not over, present them with a portal to the next level/chapter and repeat this process from step 2 including communicating a new goal.