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 Post subject: Re: Hunt the Wumpus
PostPosted: Fri Apr 20, 2012 12:07 pm 
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Laroquod wrote:
Your point brings up an important perspective though — it's not so much that there have been zero ways of incorporating past player choices. It's more that there is an overly simplistic, now very much played-out paradigm for doing so. Manipulate a list of physical objects to get the optimal ending. The other 'endings' are mostly failures.


Make It Good is kind of hard to discuss without spoilers, but you can spoiler-proof any general discussion of its merits by playing through once. It's not very long and by the end, the essential outlines of the challenge will come into focus, even if the path to a solution does not.

So please do that and then read this spoiler, which should no longer be much of a spoiler:

Spoiler: show
The game is largely about manipulating NPCs: figuring out how to set someone up and get them to confess to a crime they did not commit.


Laroquod wrote:
Having seen it recommended here, I have now played All Things Devours and I am forced to say I found it tedious and just a ton of repetitive puzzle grunt-work necessary in order to attain a final ending configuration that I already knew everything important about in advance. The game was all, 'jump through these difficult hoops just to prove you can' with very little mystery about where the story was headed. I want my experiments to be pretty much the exact opposite of that. 8)


Ouch. :) I can see why you might feel that way and I think it depends on how you approach it. When I played it, I was in the middle of fixing a pile of race conditions in Gargoyle's sound code. All Things Devours essentially maps that problem onto a game world and gives you some locks and a scheduler to avoid memory corruption.

So for me there was that larger "aha!" moment of recognizing the problem in a surprising new form.

I suppose that puts it into the same conceptual class as the venerable maze, where you can solve it by working out an algorithm and applying it rigorously, and we know how popular mazes are these days. Still, for me this is one of the IF types that really resonates.

Laroquod wrote:
I want the player to feel the way I did in A Mind Forever Voyaging when I stumbled into my own apartment in the virtual world and decided to try to just hang out there for a while with my virtual wife and see what would happen — in that moment, I chose my own goal for the game for a while and it was the best I've ever felt playing Infocom, despite the fact that the game didn't really make any hay out of my going to refrigerator repeatedly.


I'm getting a better feel for the distinction you're making, I think. I do like that goal-choosing aspect and I'm struggling to think of an example in the IF I've played. It happened frequently in Red Dead Redemption. One memorable instance was when a random mountain lion killed my horse. In game terms it wasn't a very good horse; I could've stolen a better one in any town or just summoned a new one by pressing Y after a suitable cooldown period. In narrative terms it didn't matter at all, but I was overcome with shock, grief, and rage.

This sort of emotional engagement is rare for me and it would be wonderful to play more games where it happened. I think it's tricky to try to build it into the overall narrative because then it's just one of many things the player will try to optimize. If horses in Red Dead Redemption were like the Little Sisters in Bioshock, for example, then I would expect them to die, and my reaction would be either indifference (if I wanted the "most horses killed" ending) or frustration (otherwise).


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 Post subject: Re: Hunt the Wumpus
PostPosted: Fri Apr 20, 2012 12:17 pm 
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bcressey wrote:
One memorable instance was when a random mountain lion killed my horse. In game terms it wasn't a very good horse; I could've stolen a better one in any town or just summoned a new one by pressing Y after a suitable cooldown period. In narrative terms it didn't matter at all, but I was overcome with shock, grief, and rage.

Imagine how I felt when I, due to aiming mishap, accidentally shot the horse I was riding...

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 Post subject: Re: Hunt the Wumpus
PostPosted: Fri Apr 20, 2012 12:55 pm 
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When my dad was young, he was out hunting with his dog. He took a shot at a deer; the dog jumped up at exactly the wrong time. It was one of the saddest moments of his life.

So I think I have an idea of how you feel and I think it's pretty cool that games can evoke that.

It's a credit to Rockstar that they allowed for that to happen. Any number of development shortcuts or demographic concessions might have left the player's horse impervious to player damage. Nor did they cheapen the moment by flashing ACHIEVEMENT UNLOCKED: TRIGGER UNHAPPY on the screen. I am fairly cynical about commercial games but I can recognize a kindred spirit at work there.


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 Post subject: Re: Hunt the Wumpus
PostPosted: Sat Apr 21, 2012 5:56 am 
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bcressey wrote:
Make It Good is kind of hard to discuss without spoilers, but you can spoiler-proof any general discussion of its merits by playing through once. It's not very long and by the end, the essential outlines of the challenge will come into focus, even if the path to a solution does not.

So please do that and then read this spoiler, which should no longer be much of a spoiler:

Spoiler: show
The game is largely about manipulating NPCs: figuring out how to set someone up and get them to confess to a crime they did not commit.

Thanks. The game does look pretty interesting. I will play more. 8)

bcressey wrote:
Laroquod wrote:
Having seen it recommended here, I have now played All Things Devours and I am forced to say I found it tedious and just a ton of repetitive puzzle grunt-work necessary in order to attain a final ending configuration that I already knew everything important about in advance. The game was all, 'jump through these difficult hoops just to prove you can' with very little mystery about where the story was headed. I want my experiments to be pretty much the exact opposite of that. 8)


Ouch. :) I can see why you might feel that way and I think it depends on how you approach it. When I played it, I was in the middle of fixing a pile of race conditions in Gargoyle's sound code. All Things Devours essentially maps that problem onto a game world and gives you some locks and a scheduler to avoid memory corruption.

So for me there was that larger "aha!" moment of recognizing the problem in a surprising new form.

I suppose that puts it into the same conceptual class as the venerable maze, where you can solve it by working out an algorithm and applying it rigorously, and we know how popular mazes are these days. Still, for me this is one of the IF types that really resonates.

Yeah put me firmly in the anti-maze camp. You nailed it — the game resembles very much debugging the flow of the program, which is not something I do for fun. I program exclusively in order to accomplish exciting things. I play IF for the same reason. If I am not accomplishing something exciting and mysterious then I don't really wanna do the work anymore, because I just can't get psychologically invested in solving puzzles for their own sake. Essentially, I fail to care. This is why I do crosswords instead of sudoku. I care about expanding my vocabulary. I don't really care about learning all the number tricks. All Things Devours felt like a giant sudoku to me with about as much narrative reward. 8)

I am making it sound like I don't like difficult puzzles but that is not true. I am a puzzle pragmatist. I don't particularly enjoy puzzles regardless of difficulty when they don't promise me anything beyond getting solved. If they promise very intriguing rewards I am willing to engage with difficult puzzles, but I just need to be seduced into caring, first. The Edifice did an amazing job with that.

bcressey wrote:
Laroquod wrote:
I want the player to feel the way I did in A Mind Forever Voyaging when I stumbled into my own apartment in the virtual world and decided to try to just hang out there for a while with my virtual wife and see what would happen — in that moment, I chose my own goal for the game for a while and it was the best I've ever felt playing Infocom, despite the fact that the game didn't really make any hay out of my going to refrigerator repeatedly.

I'm getting a better feel for the distinction you're making, I think. I do like that goal-choosing aspect and I'm struggling to think of an example in the IF I've played. It happened frequently in Red Dead Redemption. One memorable instance was when a random mountain lion killed my horse. In game terms it wasn't a very good horse; I could've stolen a better one in any town or just summoned a new one by pressing Y after a suitable cooldown period. In narrative terms it didn't matter at all, but I was overcome with shock, grief, and rage.

This sort of emotional engagement is rare for me and it would be wonderful to play more games where it happened. I think it's tricky to try to build it into the overall narrative because then it's just one of many things the player will try to optimize. If horses in Red Dead Redemption were like the Little Sisters in Bioshock, for example, then I would expect them to die, and my reaction would be either indifference (if I wanted the "most horses killed" ending) or frustration (otherwise).

Players may not be able to optimise different strategies if they genuinely conflict with one another. And also: optimise toward what? Optimising toward one goal might require one puzzle-solving strategy; optimising toward a different goal requires a whole different strategy that cancels the former strategy and interferes with the former goal. Which way will the player go and will they get what they are looking for in setting that priority? That is the interesting part about real, interactive life; but that isn't included in most interactive stories. Why not?

RDR is a sandbox game and AMFV is probably the closest thing Infocom made to a sandbox game. The total otherness of sandbox games gets pretty exaggerated. I know that you know the following, but bear with me: in a sandbox game, you get to pick among goals, but normally consequences aren't very highly developed. In a classic puzzle adventure, you don't get to change your goal (sometimes you can resequence your goal's substeps trivially, that's about it): but in the classic adventure consequences are more highly developed along a fairly linear timeline. What we need is a miniature sandbox games where you get to pick your goals but in a concentrated situation instead of in an open world -- there is a sweet spot there where combinatorial explosion can still be controlled without resorting to linearity.

Paul.


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 Post subject: Re: Hunt the Wumpus
PostPosted: Sat Apr 21, 2012 12:58 pm 
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Laroquod wrote:
What we need is a miniature sandbox games where you get to pick your goals but in a concentrated situation instead of in an open world -- there is a sweet spot there where combinatorial explosion can still be controlled without resorting to linearity.


Yeah, I like this as a direction. One of the games I'm most excited about is gravel's Farming the Apocalypse - it's very much in the sandbox camp, and it will be interesting to see how he handles the narrative aspects.

Your observation has helped clarify some of the structural issues I had identified in one of my own projects, so thanks very much for that. It's a limited scope open world, and I was going nuts trying to superimpose a series of gated puzzles on it for the sake of the narrative. My instincts kept telling me this was not the right direction, which is helpful but not much use for charting a new course.

What's funny is that my other WIP is also set in a limited scope open world, but since I cast it as a multiplayer game, it came pre-structured as a Capture The Flag or King of the Hill scenario. So there I have a thousand problems, nearly all technical, but I am not at all worried about incorporating player choice or interactivity, because the game will be obviously terrible if I don't. Obvious terrible is the best kind IMO because I know I have to fix it.


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 Post subject: Re: Hunt the Wumpus
PostPosted: Sat Apr 21, 2012 3:18 pm 
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My CS skills are hobbyist-level, but the angle I've been working is to use a backward-chaining pseudo-AI, specifically RAPPER (T3/I7), to create autonomous situations that try to pull themselves into instantiation.

In other words, say you have a collection of Polti Situations. These are dramatic situations, like "Man Betrays His Wife For The Purpose of Bigamy With an Other Woman." There's 36 basic types, which are further broken down to one or two hundred fairly specific situations.

Let's say you have about two dozen of these. Each role in a given situation is a field that can be satisfied by a character. To qualify, there are rules attached to the roles. (X must be the spouse of Y.) Further, there are rules defining something like "betrayal," which would include different kinds of betrayal.

Every time a random event happens, one of these situations can tilt the randomness. The more activated the situation is -- the more rules are fulfilled -- the more power it has to tilt (pseudo)random events and thus pull itself into instantiation.

Frank and Betty have some nonzero chance of quarreling, and a quarrel has a nonzero chance of getting out of hand, and Frank and Debra have some nonzero chance of falling for each other -- or, Frank for Debra when Debra is uninterested.

This tends to shape sandbox events gently into dramatic events. To further shape these into *narratives*, dramatic events are more likely to pull themselves into instantiation when they're likely to meaningfully resolve past dramatic events. One character betrays another: that gives "revenge" and "forgiveness" situations more power to tilt random events their way.

If you got far enough, you'd need to tune it so that the same old situations didn't always crop up. In my notion, you'd want it sensitive to the PC pushing NPCs in one direction or another, but yet truly nonrandom, so that a given walkthrough would always give identical transcripts.

Raw materials for this one were Polti situations, "Games People Play," by Eric Berne, and the classics of game theory as templates for character interaction. Also some reasonable thermostat-type modeling of human emotionality, a notch more interesting than one finds in the Sims.

The notion of such a game is something I find weirdly intriguing. Also I wanted the PC to be switchable, so mid-game you could change to any other character.

A realistic look at the CS required for this one -- well, as I say, I'm a hobbyist. But if anyone finds anything pirateable in these notions, pirate away.


Conrad.

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 Post subject: Re: Hunt the Wumpus
PostPosted: Sun Apr 22, 2012 7:14 pm 
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bcressey wrote:
Your observation has helped clarify some of the structural issues I had identified in one of my own projects, so thanks very much for that. It's a limited scope open world, and I was going nuts trying to superimpose a series of gated puzzles on it for the sake of the narrative. My instincts kept telling me this was not the right direction, which is helpful but not much use for charting a new course.

What's funny is that my other WIP is also set in a limited scope open world, but since I cast it as a multiplayer game, it came pre-structured as a Capture The Flag or King of the Hill scenario. So there I have a thousand problems, nearly all technical, but I am not at all worried about incorporating player choice or interactivity, because the game will be obviously terrible if I don't. Obvious terrible is the best kind IMO because I know I have to fix it.

Ha ha, good point. And glad I could be of some small help to someone who has done a lot of work from which I have personally benefited! 8)

conradcook wrote:
My CS skills are hobbyist-level, but the angle I've been working is to use a backward-chaining pseudo-AI, specifically RAPPER (T3/I7), to create autonomous situations that try to pull themselves into instantiation.

In other words, say you have a collection of Polti Situations. These are dramatic situations, like "Man Betrays His Wife For The Purpose of Bigamy With an Other Woman." There's 36 basic types, which are further broken down to one or two hundred fairly specific situations.

Let's say you have about two dozen of these. Each role in a given situation is a field that can be satisfied by a character. To qualify, there are rules attached to the roles. (X must be the spouse of Y.) Further, there are rules defining something like "betrayal," which would include different kinds of betrayal.

Every time a random event happens, one of these situations can tilt the randomness. The more activated the situation is -- the more rules are fulfilled -- the more power it has to tilt (pseudo)random events and thus pull itself into instantiation.

Frank and Betty have some nonzero chance of quarreling, and a quarrel has a nonzero chance of getting out of hand, and Frank and Debra have some nonzero chance of falling for each other -- or, Frank for Debra when Debra is uninterested.

This tends to shape sandbox events gently into dramatic events. To further shape these into *narratives*, dramatic events are more likely to pull themselves into instantiation when they're likely to meaningfully resolve past dramatic events. One character betrays another: that gives "revenge" and "forgiveness" situations more power to tilt random events their way.

If you got far enough, you'd need to tune it so that the same old situations didn't always crop up. In my notion, you'd want it sensitive to the PC pushing NPCs in one direction or another, but yet truly nonrandom, so that a given walkthrough would always give identical transcripts.

Raw materials for this one were Polti situations, "Games People Play," by Eric Berne, and the classics of game theory as templates for character interaction. Also some reasonable thermostat-type modeling of human emotionality, a notch more interesting than one finds in the Sims.

The notion of such a game is something I find weirdly intriguing. Also I wanted the PC to be switchable, so mid-game you could change to any other character.

A realistic look at the CS required for this one -- well, as I say, I'm a hobbyist. But if anyone finds anything pirateable in these notions, pirate away.

Your plan is a little too complex for me. I have this philosophy about modelling surface events and not attempting to model what's behind those events like individual characters' psychologies too much, except the main character. When I say that I wish to cast long-term consequences into psychological terms, I mean for the protagonist. It's not impossible that I will do the same for NPCs, but if I did that, then that NPC would be the entire focus of that chapter of the story, like Galatea or whatnot. I don't want to build too many complex underlying mechanisms for supporitng characters, because then they become too numerous and difficult for an ordinary player to *predict*, and you lose the sense of specific agency. Something similar has been tried in various ways (Erasmatron, anyone?) -- I find the problem with it is that it is often indistinguishable from randomness because it's just too complicated.

That's just by of explaining why I have steered clear of assigning all sorts of state variables to NPCs — I assign state variables to narrative events, instead; I am trying to skim the surface and fake it. Smoke & mirrors, et cetera. 8)

This doesn't mean that experiments of your style are not still valuable, because (1) I might be entiely erroneous in my rejection and (2) I might not really understand some key differences that make your iteration of the concept work where it hasn't for me before.

Paul.

EDIT P.S. I think perhaps one differennce here is that my definition of a sandbox game does not include narrative events that weren't predicted by the designer of the game. Some people's definition includes that, but I think that's way too ambitious -- as in I don't actually believe that it is truly possible to achieve story (events, yes; story, no) in any meaningful way in a fashion that wasn't predicted by the dev. So I think of sandbox games as merely a cohort of individually non-compulsory, pre-designed narratives discovered 'accidentally' by exploring a relatively open field of play. Track-switches between the different narratives are careully allowed so as to ensure they will still make narrative sense; nonsensical track-switches are blocked and suppressed by the dev's noticing their incongruity in advance; and in this way a set of narrative branches are designed for the player to discover and travel preferentially. It's not like LEGO -- it would be awesome if it were but I don't see it happening and it's too ambitious a goal for me personally. I don't even think games like RDR and GTA really accomplish what they say they accomplish, so IMO, it's too ambitious for them too, although they are still good games.


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 Post subject: Re: Hunt the Wumpus
PostPosted: Mon Apr 23, 2012 3:28 pm 
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Heck, why not just model narrative events? -- I hope you keep us posted as you continue to make progress.


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 Post subject: Re: Hunt the Wumpus
PostPosted: Thu Apr 26, 2012 3:35 pm 
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conradcook wrote:
Heck, why not just model narrative events?

Bingo. Or more to the point: model narrative questions.

conradcook wrote:
I hope you keep us posted as you continue to make progress.

When I finally have something to show you'd have to tear me away from keeping you posted. 8)

Paul.


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