bukayeva wrote:
Phonatacid wrote:
My ideal game would be a kind of text-based GTA - a vast territory, with generated NPCs, with no main plot but plenty of "miniquests", and a robust social model that would allow "stories" to be naturally generated through the players actions. For example you could follow some random guy, and figure out he lives in a small house with a wife and two children. You could figure out he is having an affair with another woman and send compromising pics to his wife. All of this being randomly generated.
The problem is that people have this now: World of Warcraft, GTA, and so on. I don't think those audiences would even want that stuff all text-based. You would be giving up most of what makes that stuff entertaining for people: the graphics and audio capabilities that try to fully immerse you in the world. The "naturally generated" and "randomly generated" stuff you mention probably wouldn't appeal to people who are more readers of books because they want the emotive experience they are used to when they read good fiction.
People don't have this. I've never played World of Warcraft, but I suppose the heart of the game, what keeps people playing, are player-to-player interactions. I played the last GTA and found it was incredibly empty : you can steal cars, drive around, kill people, buy a hot-dog - and of course conform yourself to the player-character by completing predefined missions. That's all.
I envisage text as a convenient short-cut. When you can't afford the means to produce, write and direct a movie, what do you do ? You write a novel. I don't have the skills nor the time to sculpt 3D models and animate them, nor do I have time to paint textures or build audio and physical engines. But I do think text is as efficient if not superior to images when it comes to transmitting certain mental structures to the audience, all the more so when you have no budget at all.
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The "naturally generated" and "randomly generated" stuff you mention probably wouldn't appeal to people who are more readers of books because they want the emotive experience they are used to when they read good fiction.
I don't think people come to IF because they want to read good literature : personally, I discovered the word "interactive fiction" by looking up "text-based game" in google. Actually, the fact that IFs mostly rely on puzzles (as opposed to "freedom-generating"/exploration-based games, like GTA, WOW, or Minecraft) and that the same piece of text will get printed 5, 10, 50 times during the process in which the player engages in order to find clues/keys/doors and get to the next step of the puzzle, is rather appalling to most of people who come to IF with the hope of finding literary texts.
katz wrote:
Of course you're welcome to like whatever sorts of games you like, but for me, "randomly generated" is a huge turn-off. A randomly generated game, to me, seems to have no meaning or purpose--you're just doing stuff to do stuff. And a game that randomly generates the illusion of purpose (ie, you visit the guy's house and there's a "hook" that he's having an affair) would be an incredibly, practically impossibly complex undertaking.
It's not really the "randomly generated" bit that matters to me. I'd just like to play a piece of IF that is genuinely oriented towards the feeling-of-freedom side of video games. I'm in my 20s and I stopped playing video-games a few years ago because most of time they don't satisfy my expectations. The last games I played are : Animal Crossing (it's all about social interactions), fallout 1 or 2 (again, social interactions), and minecraft. This latter is quite an amazing game to me, since it relies on a very simple atomic concept : blocks. As a consequence, it opens a vast field of possibilities, new traps and mechanisms the game's inventor hadn't planned are invented every day. This is the kind of game i'd like to create : as a player, I'd like to be confronted to situations I did not plan when writing the game as an author. I want to be surprised.
I know what I am describing is far from the way IFs are designed nowadays (and 30 years ago), but when I started searching for text-based games, I was surprised by the hidden mechanisms they rely on : mostly, IFs look like [if … else if … else …] static tree structures. Actually, I haven't found a game that develops its own narrative schemes (there are theories for this).
I know this an ambitious project and that I have like 20 years of development ahead of me, but I also consider it an occasion to learn new theories : of course that spying-the-husband-telling-the-wife-about-it example I picked seems to be extraordinary hard to implement. But it might be easier than you think once you've defined a social engine based on theories coming from the field of sociology, and people coming to IF in the hope of finding something similar to literature, might be more interested in playing a sandbox kind of game that offer a (hopefully) wide range of "superficial" social interactions than a game with a strong linear "emotional plot" punctuated with numerous puzzles that force you to read the same never-changing piece of text over and over again.