Having downloaded cyoa1.zip and played it for a while, I have some feedback for you.
1) "Choose Your Own Adventure" is a registered trademark of ChooseCo LLC. They enforce their mark actively. I recommend against calling this a "CYOA" or "Choose Your Own Adventure" game. At Choice of Games, we prefer to call them "multiple-choice games" or "interactive novels."
2) I really don't understand how the data you're gathering is relevant to the problem you're trying to solve.
roberthescribe wrote:
To further clarify what I'm looking to develop...
I'll point you to Chapter 16 of "Professional Techniques for Video Game Writing".
Evan Skolnick, a lead writer over at Lucas Arts, wrote that,
Quote:
In order to generate a fully-realized, emergent game space like a paper-and-dice RPG with almost limitless narrative possibilities, a game in the future would need to have the core abilities of a DM (Dungeon Master). Described in terms of a feature set, this hypothetical game system - let's call it the Game Story Generation System, or GSGS for short-would incorporate the following abilities.
- Create and name new NPC's, and place them appropriately in the gameworld.
- Control the fully realized, dynamic behavior of game characters.
- Write realistic-sounding and appropriate character dialog, on the fly, in response to player actions or world conditions.
- Generate audio speech that sounds realistic and can appropriately express emotion and emphasize certain words for meaning.
- Recognize player speech and decode it for meaning, with back-ups in place for knowledge gaps.
- Story-checking that compares the current narrative flow against optimal narrative structures and can guide NPC's and world events to move the story in structurally sound conditions.
... to me, this sounds a whole lot like a CYOA system on crack (pardon the humor).
That does not sound to me like a CYOA system on crack. That sounds to me like artificial intelligence. In particular, if you can "write realistic-sounding dialog on the fly" in response to
speech recognition, you can pass the Turing Test.
Evan Skolnick was not writing a specification document for a working program. What he was trying to emphasize is that all of this is
impossible to code. maga politely called it "unattainably lofty" earlier in the thread. People have spent their entire lives trying to implement just one of the bullets on that list, most of them failing horribly.
Is it really your plan to design an artificial intelligence by writing games in the style of Choose Your Own Adventure? How is the data that you're gathering even relevant to the problem you're trying to solve?
3) A related part of your plan is to write a bunch of games and get people to play them. At current count, your cyoa1.zip has been downloaded three times, and two of them are me, because the first time I downloaded it onto a machine that didn't have Python installed.
Speaking as a guy who has written a few interpreters for multiple-choice games, (i.e. someone who has re-invented this wheel several times,) might I suggest using an interpreter that doesn't require the user to install anything? Specifically, I suggest using an interpreter written in JavaScript, so it can run in a browser.
There are a number of great web-based multiple-choice game interpreters out there, including Undum, Twine, Inform (with the Adventure Book extension), and my own interpreter, ChoiceScript. Or, if you enjoy writing your own interpreter, maybe rewrite yours in JavaScript.
4) I'm also concerned that your first example seems to be set in a
http://www.ifwiki.org/index.php/Lazy_medieval setting. Can you establish more clearly on the very first page what makes
Werwolves and Wanderer a game worth playing, instead of other games in the same vein?