@joej Hi.
Just want to say that I really appreciate the discussion and your feedback.
I also want to express that I share your interest in improving graphics and animation and are interested in how the field evolves. Your considerations of computational limits are valuable. But that’s not my field of expertise. My first time playing the original Civilization was a captivating experience, waiting for the whole world to be created.
Looking back at some stuff I said, I have been repeating a lot of abstract ideas. That was done as part of the process hoping to get the right questions and inspiration for where to go next in making the ideas more concrete.
This discussion has helped a lot in clarifying some of the goals. I also got a better idea now for what about the implementation that needs more clarification.
I will come back with more details. That was always the plan. Just needed feedback for what needs better explanations.
From your feedback, there seems to have most doubt about
- Natural language dialogue that feels like hand-written
- That generated stories will be as engaging and intriguing as hand-written
I have been programming for 40 years now, including small games. I said I was not a game programmer, since I mainly worked with knowledge representation in semantic database systems with web interfaces. I have been studying AI for almost as long and know all too well about the many pitfalls of trying to implement general AI with symbolic logic.
That’s why my suggested solutions involve the top-down template system. That’s similar to AI “recipes” that I read about in the 90s to make AI easier to implement. BG3 has about 2 million lines of dialogue. Doing systemic dialogue with templates will also take a lot of work. It’s partly a brute-force approach, similar to what games do today, but with the aim to make all the parts reusable in other similar situations.
But I will still need to demonstrate that it can be done. It’s possible that there are more roadblocks I didn’t consider. My plan was to postpone the language details part until much later, but now I’m considering to include it in an earlier proof of concept in a thin vertical slice.
So my plan now is to continue to compile my notes and continue working out the template systems with at least one part completely mapped out as a thin vertical slice. Thin, meaning that the part can be implemented, but only for the one supported choice.
My YT playlist has 83 videos now. Also has a lot of other articles. The AIIDE.org conference has several people trying to do systemic story games. I should probably connect to those people. They also show how easy it is to get stuck trying to improve just a tiny corner of this larger problem. That’s also why I spent so many years hoping others would sort it out. Haven’t yet found somebody else trying to do it the way I think would work best.
From our discussion, I also realized that there’s no good definition of systemic game. This is what I came up with:
A systemic game features interactions governed by the intrinsic properties of objects and the environment, ensuring consistent, dynamic responses from all gameplay mechanics and interactions throughout, emphasizing emergent gameplay, allowing for multiple solutions beyond designer-intended paths.