From the Lab
Road Map for "Coherent Emergent Stories"
Gail Carmichael — June 27, 2013 - 11:02am
Related Projects:
This is a rough road map of the problems that need to be solved by our coherent emergent story system. You can learn a bit more about this project via the poster we presented at GRAND 2013.
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Applying prerequisites and assigning scores to scenes using modifiers:
- What are the best modifiers to use in calculating a scene’s score?
- What is the best way to calculate the score (e.g. a simple formula)?
- How will gameplay (e.g., movement/location, combat (?), explicit choices through dialogue or menus) affect the values used in the calculations? (It should be strongly connected.)
- How can this approach direct players into a certain path according to their choices (for example, losing too much innocence might change what story paths are available for the rest of the game)?
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Deciding when and how to present scenes to players:
- When should a scene be chosen from the top scoring scene(s) to be offered to the player? Alternatively, when should a scene be available anytime so long as its current score is above a threshold? (can use tags to facilitate?)
- When should players be given a choice about consuming a scene and when will a scene’s presentation be triggered automatically? (design questions, make sure to support with framework)
- When there is a choice, how can it be creatively presented to the player? How can we foreshadow the consequences of choices?
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Modifying scenes dynamically:
- When and how should we dynamically change a scene to connect back to the story the player has seen so far? (Dialogue, objects, motifs, location)
- How should we modify a scene to fit in with current game state (e.g., location, character availability)?
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Ambiguity + development of threads -- thematic, character arcs
- How can we encourage multiple interpretations of core story events?
- How can reoccurring motifs be introduced into scenes in a meaningful way? (e.g. through objects that can be in the environment, colours, etc...)