[MUD-Dev] narrative
Brandon J. Van Every
vanevery at 3DProgrammer.com
Tue Aug 20 01:24:04 CEST 2002
Jeff Freeman wrote:
> I played BG2 from start to end multiplayer co-op, and recently
> have been playing NWN the same way. I talk to an NPC and zip
> through the convo's as quickly as I can. I'm a lazy gamer. Don't
> tell me about the labor, just show me the baby. It's all
> written-out in excruciating detail, of course, but about all I
> ever get out of these convos is "blah blah sword blah blah blah
> dragon blah blah".
You are the victim of bad writing. Good screenwriters know they
have to nail the essence in few words.
> So, talking about procedurally generating "stories" and then not
> having any way to procedurally generate the *writing* to go with
> it: Apart from doing it manually, there's another way, at least to
> convey the jist of the conversation
Heck, why not throw art nuthouse at it.
[approach Oracle] "SWORD!" "Flames." "Adversary!"
[Imposing cloaked black guy.] <stutter, stutter> "Shaaaaard..."
[3D special effect] "GO."
Like taking orders from Operation Flashpoint. X-p
> (And why do this? Because it's all many players get out of even
> the best-written dialog anyway).
I've never seen a CRPG that had "best-written dialogue." Granted I
haven't played a ton of 'em. I'd be surprised to find out that any
competent screenwriter has ever worked on a CRPG. I know Lee
Sheldon (of "Charlie's Angels" fame) has some adventure games to his
credit, but I haven't played them. What few good writers there are
seem to have done adventure games / interactive fiction, and even
there they are quite sparse.
> That would be, just have the NPCs speak with icons. Rather like
> the Sims. Talk to the NPC blacksmith and he says (by showing you
> icons), that he's mad, something about a monster. Something about
> an axe. Look in your Quest Journal and it says, "Step 1: Go kill
> this monster. Step 2: Bring the magic axe to the blacksmith."
Banja Taiyo uses a visual language, although they cheat a little in
that the audio tracks have discernable words if you know even a
smidgen of foreign languages. I don't know if they have quests or
not. It's certainly a very interesting online 2D graphical Flash
MUD though. It won the Independent Games Festival 2002 award for
"Innovation in Art." www.banja.com
> Having done that, back with the blacksmith, oh look, now he's
> happy. And money!
In Banja you do buy and sell things iconically.
Cheers, www.3DProgrammer.com
Brandon Van Every Seattle, WA
20% of the world is real.
80% is gobbledygook we make up inside our own heads.
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