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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Sat Dec 04, 2004 7:47 am Post subject: |
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There is no such thing as computer generated content. There is human generated content that is created through tools such as paint programs and map editors, and there is human generated content that is created through tools such as whatever programming language you use to write your random map generator.
Let me just reiterate that I don't like randomly generated worlds. I just don't think that there's anything inherently special about the game designer arbitrarily deciding that the cave of discomfort is to the east of town instead of the west of town, as opposed to a random number generator deciding the same thing. You'll only be able to tell the difference if you see that the random number generator sometimes produces one result and sometimes produces the other result.
I also don't see what you mean by "completely random".
"Completely random" maps would be completely unplayable, so every map generator generate maps with certain structural elements. Rogue had structural elements in the form of rooms and hallways. Chrono Trigger had structural elements in the form of completely predesigned maps in a predetermined arrangement. It's justl a question of degree.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Sat Dec 04, 2004 8:39 am Post subject: |
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Rainer Deyke wrote: | There is no such thing as computer generated content. There is human generated content that is created through tools such as paint programs and map editors, and there is human generated content that is created through tools such as whatever programming language you use to write your random map generator. |
Semantically, that is nonsense. If a video game is responsible for the map I'm currently traversing, as opposed to a game designer who made the map by hand, that map was was made by the game, i.e. computer-generated. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sat Dec 04, 2004 1:32 pm Post subject: |
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I also don't see what you mean by "completely random".
"Completely random" maps would be completely unplayable, so every map generator generate maps with certain structural elements. Rogue had structural elements in the form of rooms and hallways. Chrono Trigger had structural elements in the form of completely predesigned maps in a predetermined arrangement. It's justl a question of degree. |
As I said before, you won't know until I write the next article. So, quit trying to second guess what I'm talking about.
anyway, yes there is a difference when a designer puts a town west on the map. A well designed level feels polished. A well designed random level can't ever have that same level of polish. When I talk about mixing static content with random, it's in a way that takes advantage of both ways of doing something. You'll see in my next article. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Sat Dec 04, 2004 7:42 pm Post subject: |
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Rainer Deyke wrote: | Let me just reiterate that I don't like randomly generated worlds. I just don't think that there's anything inherently special about the game designer arbitrarily deciding that the cave of discomfort is to the east of town instead of the west of town, as opposed to a random number generator deciding the same thing. You'll only be able to tell the difference if you see that the random number generator sometimes produces one result and sometimes produces the other result. |
But that would be the point, wouldn't it? If you're designing a short-form RPG that is intended to have high replay value (like the Roguelikes), you probably don't want everything to be the same each time the player experiences the world. Adapting to that variability of the environment is a fundamental gameplay mechanic. To cite your example, most people will play Chrono Trigger only once. But your average Rogue player will play the game many times.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sat Dec 04, 2004 10:19 pm Post subject: |
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Right, but what I'm talking about is combining a hybrid game- that takes a little bit of both to create something new. With this theoritical game we would want to have gameplay last longer than the usual rogue-types. For example, Evolution and Chocobo's Dungean also have random dungeans, and yet the play time for those is supposed to be much longer than an RL's. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Sat Dec 04, 2004 10:27 pm Post subject: |
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LeoDraco wrote: | Semantically, that is nonsense. If a video game is responsible for the map I'm currently traversing, as opposed to a game designer who made the map by hand, that map was was made by the game, i.e. computer-generated. |
My point is that you are making an invalid distinction. The game designer is always responsible for anything the game produces.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sun Dec 05, 2004 12:01 am Post subject: |
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is that you are making an invalid distinction. The game designer is always responsible for anything the game produces.
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And my point will become clearer when my second article is written. Then, I think I can explain things a bit more clearly. I think what we are arguing now is my wording in the original article. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Sun Dec 05, 2004 12:15 am Post subject: |
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Rainer Deyke wrote: | LeoDraco wrote: | Semantically, that is nonsense. If a video game is responsible for the map I'm currently traversing, as opposed to a game designer who made the map by hand, that map was was made by the game, i.e. computer-generated. |
My point is that you are making an invalid distinction. The game designer is always responsible for anything the game produces. |
I don't see how that is true. The game designer may be responsible for the implementation of the algorithm which the game uses, and for the sample data that algorithm operates on, but the game designer himself did not do the work in generating that content. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Mon Dec 06, 2004 9:15 am Post subject: |
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I've been with the roguelike crowd a long time. They don't consider random characters a problem, and they appreciate random maps very much.
Their main reason is replayability. Every time you start, the game is a bit different. A different character with different maps, and often even different items to find (random artefacts).
The replayability is linked to the frequent and permanent death - if characters die often, you have to restart often. If the world is fixed, the 5th game will be ultimately boring. But if the world changes from game to game, even the 20th or 50th character can be fun to play. Some roguelike players played several thousand characters overall (one can see this from the hiscore tables that are published sometimes).
Roguelikes are meant to be hard, insanely difficult. IIRC the first games were meant to be unbeatable, the player was supposed to die at some point. They are a challenge of power and tactical skills.
The games are shallow (in respect to story and NPC interaction), but e.g. Nethack has a very detailed and complex system of iteraction between items, monsters and the map. It's deeper than in any other games that I've seen or read about.
Overall the lack of story and NPC interaction doesn't seem to hurt much, roguelikes have a rather large fan base. We can consider Diablo and Diablo II to be reguelikes, adapated to the commercial games market. The sold millions, and most players were pleased by the experience. There are hints that the traditional roguelikes have a players base at least as large, but noone knows exactly.
There is one thing to note: Some Roguelike followers don't see roguelikes as (C)RPGs. They consider them to be a genre of their own. Maybe this is why RPG fans are disappointed if they try roguelikes and have "I want a RPG" in mind. Roguelikes lack lot's of what is expected from RPG but are well-thought and interesting games if you accept their overall style.
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Most people I know play RL's for about a half an hour per game session. That's as long as their character's live.
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I think you confused two things? You don't automatically die at the end of a session. I'm a rather bad RL player, but I got an Angband character to dungeon level 21 (out of 100) and character level 28 (out of 50). I don't remeber exactly how long I've played, but I think it was 20-30 hours in total, sessions of about 1 hour usually. This character didn't die, but my interests turned somewhere else and I didn't continue the game anymore.
Last edited by Hajo on Mon Dec 06, 2004 1:25 pm; edited 1 time in total
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Dec 06, 2004 1:22 pm Post subject: |
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Ok, everyone should look at the title of the article, and then rethink this whole thing. I'm not saying problems with RL's as a game, but rather problems with RL's when it comes to player-character emotional ties, as well as player-world emotional ties. I'm not saying RL's should change- but rather I was talking (and still am talking about) a hybrid game that could make a RL with player-character emotional ties. IE: A game where the player is attatched to the world, character and history. I think RL's are RPG's, and that they RPG's in the most basic, primitive sense (ie: like Homo Eractus to modern day Humans). I don't have a problem with RL's- I love to play them.
But what I was saying was that they contain no player-character emotional ties, and that it is possible to do so by creating a hybrid game of sorts. RL's frequent and permenant death *does* keep the player from creating an emotional tie, and you can still make a game hard and impossible to beat without this. Frequent death and perment death is also not necassary for a game to use random levels to their full replayability (ie: Diablo, Evolution, etc) and depth.
I have a feeling most of you did not read the full article, and didn't make it past the "Problems with Rogue Likes" section. Nephlim seems to be the only one that fully grasped what I was talking about. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Mon Dec 06, 2004 1:50 pm Post subject: |
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Right, I didn't read past that. I just wanted to paint out that the effect that you labeled a "problem" isn't a problem for a large group of players.
I'm sorry if my answer seemed to reply to all points of the article.
Below I'll give a very personal view on "emotional attachment":
In some cases I hate emotional attachment: like the game master lets me get some super item, just to take it away from me when I got used to it and make me hunt the thief to get it back.
Back then, I've sworn never to buy things that I can't replace if lost. I mean, I had invested all my money in this artefact, and I was completely ruined when I lost it. I'll never do that again. I guess this was also a good lession for real life. (Edit: the problem was loosing the control - I gave someone else the power to rule my decisions. Never get into that trap! What you do not have, noone can take from you. Not having anything is a kind of freedom.)
I'm usually very attached to the characters I play. When I play them, I am them, and what the game master does to them, he does to me. This indeed has ruined a former friendship :-/
I dislike roguelikes for permanent death feature. I just like my characters too much. So I guess a roguelike with save/reload would be perfect for me :)
Someone who wants to create a horror game told me how to use emotional attachment to create horror, fear and desperation. I believe this will work well - but I'll never play his game just because of that. I hate that kind of emotional pain.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Dec 06, 2004 2:37 pm Post subject: |
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Right, I didn't read past that. I just wanted to paint out that the effect that you labeled a "problem" isn't a problem for a large group of players.
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And you missed everything I said. I meant problem not as in RL's should all change because of this. I mean problems when looking at it from the point of player-character emotional connection. I was addressing a specific issue, and for specific reasons (if you would have read any other part of the article other than that, you would understant that).
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I'm sorry if my answer seemed to reply to all points of the article.
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No, but you are taking me out of context. It's a moot point when you put into the context of the article.
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Below I'll give a very personal view on "emotional attachment":
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Don't be offended- but I don't care about your personal view. I'm not talking about aiming a game at RL players. I'm talking about creating a new game style (by creating a Hybrid game) that will have it's own benefits and weaknesses. But the point of this new style is to enhance an RL-like experience by adding in CRPG elements and enhancing the player-character and player-world emotional attatchment. Wether or not you like it or want to play it doesn't mean anything to me- you are probably not the target audience for a game like this then.
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In some cases I hate emotional attachment: like the game master lets me get some super item, just to take it away from me when I got used to it and make me hunt the thief to get it back.
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I'm confused on how this is emotional attatchment- it sounds more like munchkin gaming to me. I mean emotional attatchment like being upset when your character dies. I mean emotional attachment were you feel as if you are actually a part of the world.
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Back then, I've sworn never to buy things that I can't replace if lost. I mean, I had invested all my money in this artefact, and I was completely ruined when I lost it. I'll never do that again. I guess this was also a good lession for real life. (Edit: the problem was loosing the control - I gave someone else the power to rule my decisions. Never get into that trap! What you do not have, noone can take from you. Not having anything is a kind of freedom.)
I'm usually very attached to the characters I play. When I play them, I am them, and what the game master does to them, he does to me. This indeed has ruined a former friendship :-/
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That's taking it to far, and confusing reality with fantasy. I'm not talking about it spilling over into your personal life. I have gamed a lot, (table top wise), and one thing I do know is that gaming should not be a struggle between player and GM. It's all in the point of telling a good story and getting wrapped up in a world. I can be emotionally attatched to my half elf theif, it does not mean if my GM kills him I must have vengeance on the GM. I'm talking about getting caught up in a tapestry of make believe.
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I dislike roguelikes for permanent death feature. I just like my characters too much. So I guess a roguelike with save/reload would be perfect for me :)
Someone who wants to create a horror game told me how to use emotional attachment to create horror, fear and desperation. I believe this will work well - but I'll never play his game just because of that. I hate that kind of emotional pain.
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Hmm. I never met anyone before that get attatched to their character in an RL. I guess it is possible then. Maybe I'm just talking out of my ass. I'm still on the fence about a non-permenant death in the hybrid game. On one hand permenant death creates a feeling of a character being real and their lives being in danger. OTOH, non-permanent death can allow for character to get better at the game without the need to experience death over and over again.
My wife won't watch depressing movies (emotional snuff films I like to call them), because she also doesn't want to feel a specefic kind of emotional pain. These sort of things don't bother me- I mean they do, but I don't see any reason to distance yourself from emotions or experience....but that's just me and how I think.
Maybe a way of resurecting old characters would be interesting.....like in U3:Exodus, you had to resurrect characters that died. That was neat. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Mon Dec 06, 2004 3:43 pm Post subject: |
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I guess I shouldn't have posted without reading all of the article. I feel I'm ruining your discussion. I'm sorry, I didn't (and don't) want to do that.
But you said a few things that I want to respond to (off topic in regard to the original topic - you're a moderator, if you want to keep this thread clean, move my reply somewhere else)
Mandrake wrote: |
But the point of this new style is to enhance an RL-like experience by adding in CRPG elements and enhancing the player-character and player-world emotional attatchment. Wether or not you like it or want to play it doesn't mean anything to me- you are probably not the target audience for a game like this then.
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I'm not sure if I'm in your target audience, but we have similar plans. H-World started as a roguelike project, but I'm looking for ways to expand it. You remeber that I asked how to create good NPC dialogs automatically? This question was driven by the wish to enhance the randomness of roguelike worlds with features found in CRGS, like good dialogs.
I want the surprise and freshness of a random world each game, with yet interesting and sensible content.
The catch IMO is that premade content is repetitive and limiting (limiting to what was premade). Random content is mostly senseless and therefore unintersting. What I'm doing so far, is to create small partions of fixed content, like room templates, and let the game engine put them together mostly randomly (with some rules applied) to create maps.
This works well for structures. This also works well for items and monsters. I think it can be made working for story elements, but dialogs seems to have no compromise, either fully prewritten or completely random.
I assume we differ on the ideas how to achieve this, but I think we want the same thing?
I'm not quite sure what you call "emotional attachment". My last post and your reply showed that you mean something different than I do. What I meant is that I feel with my character. I am him (or her sometimes).
Seperating fantasy and reality - it works well on a rational level. I mean I always know what's what. But both feel the same, and it's hard to label a bad feeling "that was only a fantasy bad feeling" while it feels as bad as a bad feeling from reality.
This is what makes me not watch horror movies or things like that. The memories hunt me, and even if I know "it's only a movie", the feelings feel very real in memory. (I can't express this well in english, sorry).
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I mean they do, but I don't see any reason to distance yourself from emotions or experience...
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It's kind of a self protection. Memories can be a burden and a pain. I don't want to laod more hurtful memories on me than needed. I don't mean to distance myself from emotions, I don't think I really could do that.
Example: with friends I was watching a horror thriller. I usually wouldn't have watched it, but my friends convinced me.
In this movie, the "hero" was hunted by a madman. The "hero" met a nice young lady. Later she was captured by the madman - not even knowing why, and being completely innocent because she was not involved at all in the thing going on between the "hero" and the madman. The madman used her to lure the "hero" into a trap, and when he got the "hero", he killed her in a very cruel way.
I'm not able to forget this story. I pity her every time I have to think of it. I know it's only a movie, yet the imagination that people can do this is hurting me.
Memories can hurt. I don't want to get such memories in my head even if it's only a movie.
It's not trying to distance myself from emotion. If I could distance myself, I could easily watch the movie and not care. Since I can't put the emotions away, the solution is not to watch such movies.
So far so good. I'm sorry for cluttering your discussion with this personal stuff. Yet I hope it will help future discussions. The more we know about each other the better we can unterstand the other.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Dec 06, 2004 7:58 pm Post subject: |
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I guess I shouldn't have posted without reading all of the article. I feel I'm ruining your discussion. I'm sorry, I didn't (and don't) want to do that.
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It's ok, you didn't ruin it. And you weren't the only one who hasn't read everything, yet felt to open up and speak their mind. It's ok. I've done it before.
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But you said a few things that I want to respond to (off topic in regard to the original topic - you're a moderator, if you want to keep this thread clean, move my reply somewhere else)
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Bah, moderator shmoderator. I haven't modded anything in here for awhile because....well some people question my sanity when I do, as well as my right to do it.
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I'm not sure if I'm in your target audience, but we have similar plans. H-World started as a roguelike project, but I'm looking for ways to expand it. You remeber that I asked how to create good NPC dialogs automatically? This question was driven by the wish to enhance the randomness of roguelike worlds with features found in CRGS, like good dialogs.
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you might find this interesting->
http://www.gamasutra.com/features/19990507/artificial_emotion_01.htm
(pssst- if you don't have a username + password, use mine:
username: abc@xyz.com
password: abc123 )
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I want the surprise and freshness of a random world each game, with yet interesting and sensible content.
The catch IMO is that premade content is repetitive and limiting (limiting to what was premade). Random content is mostly senseless and therefore unintersting. What I'm doing so far, is to create small partions of fixed content, like room templates, and let the game engine put them together mostly randomly (with some rules applied) to create maps.
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Which is probably the best way, unless you want to create an AI game designer and then *teach it* how to design good levels. I myself might not ever actually use the random world/random dungeon method...at least not in the game I had originally made plans for this article with. I might, however use them for a small, simple zelda (zelda 1 for the nes mind you) game with random dungeons/world. Actually- that might be interesting, and small enough to be done in a weekend or so.
If I do use random stuff it would be with behavoiurs- I'm getting more and more interested lately in Sim like AI behavoirs, and thought it would be neat to try and model a more realistic RPG world (with a non-random setup for the world itself, ie: villages and dungeons and etc would all be static, but the monsters and NPC's would have AI behavoirs) for people to explore. Kind of like a cross between Fable and Sword of Mana, but with a dash being able to build and create your own character.
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This works well for structures. This also works well for items and monsters. I think it can be made working for story elements, but dialogs seems to have no compromise, either fully prewritten or completely random.
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Hmm. Yeah, dialogue is a tricky beast, and impossible to make sensible at being random. English is esp tricky. What you might want to do is to create pre-made dialogue sets, and then random choices between the sets.
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I assume we differ on the ideas how to achieve this, but I think we want the same thing?
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I think we might. I think we both want to build a world that feels real to the player. Something where immersion can go beyond the normal nature of immersion (ie: either shallow yet novelistic like a CRPG (were the story immerses you), or deep and unemotional (like Morrowind, etc)) to create a game that feels alive.
Have you ever played the game Creatures?
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I'm not quite sure what you call "emotional attachment". My last post and your reply showed that you mean something different than I do. What I meant is that I feel with my character. I am him (or her sometimes).
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Maybe we do. Maybe we just connect with our characters differently.
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Seperating fantasy and reality - it works well on a rational level. I mean I always know what's what. But both feel the same, and it's hard to label a bad feeling "that was only a fantasy bad feeling" while it feels as bad as a bad feeling from reality.
This is what makes me not watch horror movies or things like that. The memories hunt me, and even if I know "it's only a movie", the feelings feel very real in memory. (I can't express this well in english, sorry).
Memories can hurt. I don't want to get such memories in my head even if it's only a movie.
It's not trying to distance myself from emotion. If I could distance myself, I could easily watch the movie and not care. Since I can't put the emotions away, the solution is not to watch such movies.
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No, actually I do understand exactly what you mean here. Memories of movies, books, etc (when they are well done) can embed themselves in our mind in a way that feels as if we really experienced them. The emotional level of connection remains the same. The thing is, I guess, that I don't believe in limiting my fictional experiences. This can lead to some very bad experienes and memories emotionally from movies/books/etc, but to me they are necassary. It's not that I distance myself from emotion, but I believe in the necassity of all emotions. But this is just how I see my own emotional reactions. Do not take this is a criticism on how you or anyone else views the world or the fictional world. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Mon Dec 06, 2004 7:59 pm Post subject: |
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Hajo wrote: | Memories can hurt. I don't want to get such memories in my head even if it's only a movie.
It's not trying to distance myself from emotion. If I could distance myself, I could easily watch the movie and not care. Since I can't put the emotions away, the solution is not to watch such movies. |
One wonders, then, why you would even play RPG's, a medium that overtly tries to place you (or rather, your avatar) into similar situations of peril, suspense, and struggle. Villains killing off the buddy NPC's is a pretty common occurrence in RPG's. Unless you limit yourself to the shallowest of RPG's, then eventually, you're going to encounter the same sort of situation.
Despite the fact that you always know what's real, the fact that you have lost friendships over what a GM has done to your character tells me that you might want to find another hobby, or figure out a way to distance yourself from the characters you play in the games. I don't mean any offense, but no matter how good a storyteller that GM is, it's still just a game - it's not worth throwing out a real-life friendship over.
What surprises me is that you are in the business of MAKING these games, and yet they still have this effect on you. Usually, seeing behind-the-scenes in a style of media tends to distance yourself from the story because your brain spends part of its time appreciating the art of the craft. When Aeris dies in FFVII, you might feel an emotional attachment, but you're also thinking, "Wow, bold move, killing off one of the main characters." or "Sh*t, there goes my healer."
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