[Mud-Dev] narrative

Paul Paul
Wed Aug 21 12:47:04 CEST 2002


From: "Freeman, Jeff" <jfreeman at soe.sony.com>

> 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 (And why do this?  Because
> it's all many players get out of even the best-written dialog
> anyway).

> 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."

> Having done that, back with the blacksmith, oh look, now he's
> happy.  And money!

Is there a more universally applicable and profitable adage for
narrative than, "Show, don't tell?"  I think telling always leads to
the blah, blah, blah syndrome.  Icons might move us closer to
showing, but there could be other solutions as well.  Personally,
I'm not a real big fan of the scripted quest in the first place,
whether written by man or computer.

I think a story can inhere in items or objects.  A story about a
magical ring exists within the magical ring and its properties.  The
scope of interest in the story will likely be informed by the scope
of the ring's ability to influence other players.  If the ring's
properties prescribe that different groups of players will benefit
based on the state of the ring (i.e. its installation at a shrine
vs. destruction in a volcano), then the needed conflict for story is
in place.  Better still if players can discover the ring's
properties themselves through known game mechanics, instead of
merely being spoon fed the information via the typical NPC or tome.

I also think some stories can inhere in the game mechanics.  If the
game design sets up interesting potential for tension or conflict,
then a number of stories can result.  An example of this might be
simply having limited resources and the ability for communities to
fight for or negotiate for access or control of a portion of those
resources.

Granted, these sorts of "stories" might not be quite as tidy as the
sort we expect to find in a book, but I think they have the
advantage of being more interactive and free-flowing than any sort
of scripted quest could be.  I think they might be able to get past
the formulaic feel of the typical quest.  Of course, this might not
even qualify as "narrative," so maybe I've only managed to ramble
off topic. :p

--Phinehas


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