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January 19th, 2013, 14:33
Originally Posted by ChienAboyeur View Post
On computers, two ways to write stories:

-scripted way: the story is written in advance and the requirement is that the player advances it.

-non scripted way: the game feeds the player with narrative elements that the player strings together to elaborate the story.

Players for most of them prefer the scripted way.

The scripted way is the least adapted to video games and comes with limitations.
It is mostly navigating through a flow chart of various narrative branching.

Bioware's experience showed that it can not be sustain in the mid term (from one episode to another) as the project collapses under the developpment costs to follow up all the branching (if then else)

Instead of taking that into account, that scripted stories, the choice and consequences stuff (another so called hallmark to socalled RPGs) is not sustainable, this author now wants to step up the game and would want an elaborating narrative AI.

The elaborating narrative AI, once fed with the general directions of a story, will developp by itself the story, according to the inputs of the player.and while maintaining the general direction of a story.

Quite a programm.

Days when RPGs were about role playing are long, long gone. Now players want a parent telling them bed time stories and adapting the story according to the reaction of the child.
Always confusing role playing with roll playing… Those long gone days when RPGs were "about role playing" in fact means: those long gone days when RPGs adopted as their paradigm the D&D rules (no matter which edition, it could be AD&D even), which, as everybody who already played other pen & paper RPGs knows, were no more than a bunch of rules to kill monsters, loot and receive experience points. Quite awful rules, in fact, but no more than that, a board game without the board (though usually gamers make their own boards, mapping the dungeons in paper). And in those long days what was being adapted to computer role playing games was the mechanical part of the role playing games: the rolling of dice, the random encounter tables, the NPC reaction tables, the encumbrance rules, the THAC0 rules, the movement rules, the inventory management. Hence the turn based combat the party based games, the isometric view (better to study the strategic moves), and all that "amusing" stuff. Amusing as a bloody arithmetic test!
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