| Category | Economy cars |
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| Created | 2015-07-06 | ||||
| Owner | sandywang5230 | ||||
| Title | There are parts of her in cutscenes | ||||
| Description | I’ve been having this thought experiment, which is about how you make narrative more replayable, and more dynamic and adaptable to what the Runescape player does. I have some theories, which could be crazy – like, tinfoil hat crazy, potentially – but which I am going to be spending a lot of time thinking about. That’s not game design, or a game concept. It’s a systemic approach to narative, and I have no idea if there’s a “there” there. How’s that for vague and weird? [Laughs] Forbes:So, at one end of the spectrum currently you have Beyond: Two Souls or The Walking Dead, where the linear narrative gives the writer a lot of control but reduces variation and replayability, and on the other side you have story systems like Sleep Is Death, where the narrative is emergent but often chaotic… Levine:And that’s what the trick is – how do you make that emergent, but not abstract and chaotic? It’s not really a technology issue or a processor issue. It’s how do you break down narrative? Think of it like Lego: you can built complex shapes out of a bunch of primitives with Lego. But the way you do that is by figuring out what the right primitives are, and how they fit together. How do you break narrative down to the smallest primitives you can? What are the smallest primitives? And what are the rules for how they connect with each other? Look at Elizabeth in Bioshock Infinite. She’s a super-super-super-early conceptualization of that. There are parts of her in cutscenes, which play out the same way every time, and there are parts of her that react to the world and what the Runescape player does, and fires off pregenerated content based on a bunch of rough heuristics. So, how much ammo does a Runescape player have? How much should the Runescape player have? Does the Runescape player deserve more ammo? How does the balance work? Let’s have Elizabeth toss more ammo to the Runescape player, and play this line and play this animation. That was a heuristically generated narrative moment. That’s a crude example, I completely acknowledge. Forbes:And the next step RS 07 Gold is interaction with the Runescape player’s emotional throughline as well as their need for bullets? Levine:Exactly. And also interaction with other AIs. Elizabeth is the only one who does that in BioShockInfinite. Everybody else is a much simpler AI. But it’s not a processing issue – it’s not about needing a faster machine. It’s much more about what those Lego pieces are, and how they fit together. Forbes:And that would be a jump away from the cinematic trend – as interpreted by video Runescape games, at least, as a heavily scripted narrative. But the three act structure, the hero’s journey – these are the atoms, the legos…. | ||||
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| Broken | No | ||||
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| Promotion level | None | ||||
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