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#emerging storytelling
sparkleofstardust · 17 days
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ahahaha. ouch
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mr-kench · 3 months
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Online Cooperative Games form such weirdly natural friendships. I’m not even talking like people you’d hang out with or anything but you just interact and get talking as if you’ve known each other your whole life and then leave not even remembering them the next day.
The most memorable moment I had like this was in Elder Scrolls Online. I was in the PVP area and I came across a raiding party and joined up we got into a casual conversation with everyone, started talking about work and finances all while tearing down a fortresses walls and slaughtering everyone inside. It was such a tonal dissonance between what was happening and what we were doing.
Another game is a cult classic game that’s been going since the ps3 era of games called PlanetSide 2. If you need to know what it is imagine Helldivers except it’s on a single planet across 3 continents and it’s three player factions fighting each other. You actually travel across the continent taking bases and outposts with the goal to dominate each continent. Really fun, really simple and I’m shocked that sort of gameplay never caught on.
However during while fighting to take the mountain base called The Crown all three factions met one was fighting from the base while my faction and an opposing faction were storming the Beaches of Normandy to climb that mountain. Everyone was getting into it myself included and bonds were formed as rag tag group formed to help each other climb just a few inches further. I heard someone yell “we won’t let those fuckers take this land!” I was an Infiltrator (basically a spy armed with a Sniper Rifle, pistol, radar gun and cloaking tech) I remember saving a group that was surrounded by sniping a few soldiers and distracting them enough for the others to mow them down. I was a squishy class meant to move solo and… Infiltrate but in that moment I became a part of the crew. We legit started taking bullets for each other as I led them to an emergency exit tunnel I scouted out. It was poorly guarded and I like to think we helped turn the tide by sneaking in a squad into the center of the enemy base. Michael Bay wishes he could direct the story that unfolded during that battle.
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syn0vial · 7 months
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i'm sick at home and bored out of my mind so i'm putting the bg3 crew in rimworld.
we're all gonna die.
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gxdmade · 3 months
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I dunno if anyone else thinks about the Transponder Snails, but I do. I love those little guys a lot.
I like to think that the reason they look like the other person on the line is because they’re reflecting what the other snail sees, kinda like a form of caller ID in my opinion.
On top of this, I think if they hang around a specific person for a long time it’s like Sonic Adventure Chao gardens where they start taking on attributes of that person. And then you can also get custom accessories that match your clothes/signature items.
Obviously some you can just get them customized for identification/company purposes, but I just like the idea of them taking on someone’s attributes when they more or less imprint on them or something.
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carbkaiju · 5 months
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Hello, for the wip game I would like to know what ddcats is :3
heya, thanks for the ask!
it's such a small and unfinished doodle, but it has a huge story to go along with it. (also take this sketchier version from my notebook)
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in my Hamlet, I pair up every crusader and highwayman that I hire. I give them all 'R' and 'D' names, respectively, and I try not to separate them. these two are Ripple and Dent, and they eloped, are undeniably married, and are unkillable. I sent them off to meditate together after a mission and they disappeared. for two weeks.
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their story truly inspired me and I HAD to draw something, even though I didnt have much time to do it. but I want to give them a proper piece of artwork. I love them so much and I havent separated them since. they were part of the first team I sent to the Darkest Dungeon and they brought everyone home safely, they are unstoppable. they're now happily in retirement and I no longer send them on missions. :)
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fate-defiant · 1 year
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Ever wonder about the Drosselmeyer family after his death. Must've been very awkward to just have the looming spectre of Axe to The Wrist hanging over your head for generations.
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l-1-z-a · 1 year
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Emergent narrative in The Sims 2
Matt Brown at AIIDE 2006
Notes from Matt Brown's (EA/Maxis) invited talk at AIIDE 2006, entitled "The Power of Projection and Mass Hallucination (Practical AI in The Sims 2 and Beyond)".
The general gist of it is that The Sims 2 is a sandbox world that provides some small bits of narrative-promotion to try to encourage emergent narrative sequences to actually emerge, by matching them against pre-authored snippets that seem desirable. In general, Matt Brown has a very AI-minimalist style of AI design.
Some points and claims:
Perception is key: how to seem intelligent, not how to be intelligent ("Big A, little i")
Complicated behind-the-scenes computation is usually interpreted as random behavior by the player, so don't bother
Players have short memories and quickly move on, so your AI should too
Correlary to the above: Local intelligence is good enough, at least for something like The Sims. Just focus on making sure everything makes sense in relation to what comes immediately before and immediately after, and players will fill in appropriate long-term stories themselves.
Consistency leads to player storytelling and ascription of personality
Some randomness helps avoid brittleness; keeps you from getting stuck in repeated or easily exploitable weird behaviors
The Sims/NPCs react to player-driven momentum, rather than initiating much of anything
Much of the local behavior is organized around story trees
Story trees are explicitly authored bits of story, very short
In their experience, the important thing here was the authoring tools, not the AI: given good tools, a few human authors can quickly create and maintain lots and lots of story trees. Important features were sorting of story trees by roles, easy searching/comparison/etc., batch creation/edits, and variable bindings.
He was pretty adamant that it's much easier to write authoring tools to make writing extensional definitions of "good story" feasible than it is to build a generative system with an internal notion of good story, since you'd have to do a lot of manual fiddling on the latter anyway.
Events are matched against all tree prefixes simultaneously, and of high-matching trees, the events that that tree says would come next in its story snipped is scored against a model of player interest ("player likes [x] events") and personality of the NPC, etc.
Players find it easier to give specific outcomes rather than traits — answering "likes hiking (y/n)?" is easy, while "x/10 for extrovert?" isn't.
Focus the player on the details you will actually use; in character design and personalities, don't try to faithfully model things that don't matter very much to your game
Anecdote: They had a complicated model for which urinals Sims would use: if there's 3, and someone's at the leftmost one, the Sim is supposed to use the rightmost one, not the middle one, unless they have some sort of weird personality. It wasn't reliably getting the responses they wanted, so they ripped it out and replaced it with a random-number generator, which people were just as happy to make up stories about and ascribe personality to.
A bit of an admission in the conclusion: As a sort of aimless "sandbox game", The Sims only really needs to make sure something interesting happens, but it hardly matters what. The player is responsible for making up stories (this is their sandbox after all), so the story-AI part of The Sims is only intended to provide some prompts and play off what the player does. That might not be the case in other types of games.
Follow-up: Maxis ended up deviating significantly from this view of Sims narrative with The Sims 3, bringing in Richard Evans to do a less AI-lite version of the AI, which included longer-term planning rather than purely emergent narrative. Evans has given a number of talks on that, which I unfortunately don't have good notes on, but here (archived) is a brief writeup someone else did of his AIIDE 2007 talk.
Mark J. Nelson, 2006-06-21.
<Note index>
Comments welcome: [email protected]
Many thanks to @andrevasims for searching in this post:
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citylighten · 1 year
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BEGINNING // PREVIOUS // NEXT
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sistersorrow · 29 days
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Populous, the progenitor of the god game genre, came out in 1989
35 years later, in the year of our lord two thousand and twenty-four, the genre hasn't evolved much beyond either being a wizard mayor or a cosmic baby sitter
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vvelegrin · 2 months
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taps mic. Emergent storytelling
(bad at video games)
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florallychaotic · 8 months
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Adding to the list of eventual video essay ideas (we will get to ever after before the new year i swear): Why Once Upon a December is the best song in an animated musical (and how Disney has NEVER managed to surpass it)
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bloodborne-on-pc · 7 months
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Lost both Reynauld and Dismas in a party wipe. Thanks a lot Miller.
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chromegnomes · 1 year
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I'm problematic and a poser bc I'm extremely interested in Tarot as a system of symbolism and interpretation, but have never gotten a reading and don't particularly want to
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amber-gimlet · 5 months
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My durge was doing the "let me show you magic" convo with Gale, and it got to I think the third dice roll where you have to imagine something.
she tried to imagine her life if she was free of all these afflictions and curses.
crit failure.
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foggyoutline · 9 months
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The September issue of the Foggy Outline newsletter is out! Our serial continues with part 3, which sheds a little more light on what Callum's doing at this party, and why no one there has been paying him any attention (even as he rifles their purses and snoops through their wardrobes).
running order
prologue: generating a character with Spindlewheel
tonight's performance: in which Mari is late to the party
asides: what's new with Merely Roleplayers, what else I'm making and enjoying, #pinspiration
fin: oracles and divination
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overjoyed because my d&d character's intended characterisation did finally manage to get into the story at the severity I wanted it to be at instead of me just going "Yeah so my blorbo is like this, this, and that..." to explain his behaviour in-post at every post-session
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