TheGreatGodPan
Arbiter
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- Jul 21, 2005
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I think the procedural world sounds a hell of a lot more fun than the pre-scripted shit we've had to deal with.
Sure - if it's the perfect crime, then perhaps the player won't make progress, and will need to quit. The idea that the player character should always be able to win at everything only seems reasonable because we're so used to that being true. If players stopped thinking of role playing games as games, but instead as worlds, then they should expect not to be able to solve every problem.Allanon said:In your example, you created a very nice chain of logical straightforward events, which anyone could figure out. No food on the markets->the supply chain is cut->Bandits. From players perspective it's fairly easy to figure out what's the first step. However, procedural content might create situations where the player will be at loss. For example, the same farmer might complain his tools got stolen. It just might be the case of a perfect crime...nobody will be able to give clues because the thief successfully got away with it.
So am I. What I've said isn't easy to do, but it certainly isn't impossible at present. (voice acting aside)As a matter of fact, all your examples seem highly theoretical to me. Frankly, I was talking about the practical side of procedural content, as something that is possible to implement today.
Not really, but that's not your point, so I'll move on .Unless I'm wrong, I see absolutely no way to implement the system you are talking about...making npcs act upon a set of needs, is scripting.
Of course this sort of thing needs to be prepared, but it's not really that hard. I was careful to set out everything in very general terms.Making them come up with a dialogue isn't. In your example, I really have no clue how to make the city merchant tell the player about the cut supply lines, or how the military will share about the bandits’ attacks from the west.
Flowery dialogue != quality gameplay.Quantity over quality is really a bad idea when gameplay is concerned. As excited I am about the possibilities of procedural content, it won't make fun games. I was thinking about combining the good old human designed quests with stuff generated by PC, but it seems impossible.
First, please allow me a brief (well it was supposed to be brief) semi-rant:Why do you think the players want this? It just doesn't make sense, to wander around in a world full of people with problems (ranging from mundane to epic), some of them might be irresolvable...I mean, where is the fun?
You are playing because you want to feel you have a role to play. You want to have to make important and influencial decisions. You want to display your character by making tough choices which don't make everyone happy. You want the NPCs in the world to seem as though they have lives, and to see you as a character in the world, not as a Super-All-Purpose-Problem-Solver.Why am I playing then?
galsiah said:Perhaps the player's enquiries will turn up nothing, but he can still go about investigating with a sense of reason and purpose. I think it would be more rewarding to be making focused, perceptive enquiries, but come up with nothing, than to randomly talk to every NPC until you bump into a quest trigger - which is all too often how things proceed at present.
One of the main reasons players become frustrated when they fail is because all the things they tried were, to their certain knowledge, pre-determined to fail. There is only one trigger, and until you find it, you are wasting your time. With procedurally generated, need-satisfaction goals, this is not the case - and it will not seem the same to the player. He has not been wasting his time trying possible solutions, since any of them might have worked - and indeed may work next time.
I don't think a good RPG could rely entirely on procedural quests, but neither could it rely entirely on combat. That doesn't mean to say that including procedural quests would be a bad idea, any more than including combat would be a bad idea.
It is not a question of "realism", but of coherence. Wonderous, perfect fairy-lands, where the player is the saviour of everything and everyone, and can always succeed at everything, do not seem convincing. They are not coherent worlds, so the player is less likely to be drawn in to their "reality". If you stop treating the player like superman, you at least provide the chance for him to feel part of a reasonable world.
Or how about procedurally generating story elements?
Zomg said:The point of AI needs and similar types of systems is not generating quests, but rather establishing reactivity.
Stark said:I believe implementing this way generates far better result than giving emotions and needs to NPCs...
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galsiah said:If success is always possible and straight-forward, it's less rewarding.
I think it would be more rewarding to be making focused, perceptive enquiries, but come up with nothing, than to randomly talk to every NPC until you bump into a quest trigger - which is all too often how things proceed at present.
What is rewarding / frustrating for the player is the process - not the goal. A player will become frustrated when he has no way of knowing if he's doing the right thing, or if he is getting anywhere.
Having things occasionally too hard / impossible / impractical to solve doesn't have to be a bad thing though - so long as the player is aware of this possibility, and he has a clear idea of ways to attempt to solve the problem.
There is only one trigger, and until you find it, you are wasting your time.
For a merchant, he can fairly simply be set up to answer any of the following:...
I think that involved dialogue is an important part of an RPG, but its absence from one quest does not mean that quest has bad gameplay. Procedural quests would just be one style of content, in the same way that combat is another style of content. Procedural quests are not better or worse than hand written quests - they are different.
Allow me to compare things to the film industry. How many of the following films would you describe as "fun"?
I'd say that all of the above films entertained me. I'd probably call some enjoyable. I doubt I'd use the word "fun" to describe any of them - and they're not all similar, by any means.
You are playing because you want to feel you have a role to play. You want to have to make important and influential decisions.
I might have got carried away .Zomg said:Wow, galsiah, those posts are making me feel like I'm listening to the St. Crispin's Day speech.
Are you serious? Have you watched most of those films? (I'm not suggesting that you're inferior if you haven't - I'm sure you've seen films I haven't. I just don't understand your warped idea of "fun" )All of them. They were entertaining enough for me to get some "fun". If I didn't find the entertaining, I wouldn't watch them.
I really think you are just plain wrong here.Then we simply have different meaning for the word "fun". Entertainment is fun for me.
True, but the important thing with scripted quests is usually that talking to NPC X triggers event Y. Even if the player has worked out the solution to the quest, or has guessed it, he has to find the trigger. Often he'll find it easily, but sometimes he won't be thinking like the quest designer - maybe he's found a short-cut the designer didn't think of. In that case he'll be frustrated as he needs to go back and talk to a load of useless NPCs, not because his character needs to, but because the quest needs triggering.Wait a second. Even in a scripted game, players typically don't randomly talk to all NPCs in hopes of finding the quest trigger. You look for the trigger where the trigger is likely to be found
But you don't need to guess what the procedural algorithms did, because the procedural algorithms are just part of the way the world works. All those algorithms do is give NPCs needs and provide interactions which may fulfill those needs.It's reason and purpose either way; one way you're trying to guess the designer's intent, the other you're trying to guess what the procedural algorithms did this time.
With the example I gave above? How would you brute-force a system which allows you to ask over 10 question types, for any item of any merchant. If you've got only 10 question types, 10 merchants, and 100 item types, that is 10000 possible questions (this is probably a significant underestimate). No-one will brute force that.And you could brute-force the quest the same way too, regardless of how it was generated.
It's not the same situation at all. When you fail to find a trigger, you are failing to find some designer's narrow idea of what the next step should be. Perhaps you have a more clever idea, but that won't help you because you need to find the scripted trigger.The failed actions are pre-determined to fail whether a designer's scripting or procedural algorithms generated the quest.
I don't think this necessarily has to be a problem.stark said:the flaw with this approach seems that it
1) does not guarantee compelling gameplay--most probably end up generating very simple one step quests (fetch me food/retrieve my sword)
This is worth a thought, but I'm not sure it'd end up being more effective.i am surprised no one has mentioned a far more effective way of generating random quests: come up with a set of basic quest templates, allow them to mix and match, and assign random actors to it.
Zomg said:Wow, galsiah, those posts are making me feel like I'm listening to the St. Crispin's Day speech.
Or how about procedurally generating story elements?
Ever heard of the concept of emergent narrative? Think of playing a game of Civilization - for any given game, I'd bet you could write a compelling two or three page mini-history of that world, a virtual Guns, Germs, and Steel. Stories are surprisingly self-organizing in procedural and reactive worlds - just try to play X-Com, a game with zero elements of literature, without a story popping out at you.
galsiah said:]True, but the important thing with scripted quests is usually that talking to NPC X triggers event Y. Even if the player has worked out the solution to the quest, or has guessed it, he has to find the trigger. Often he'll find it easily, but sometimes he won't be thinking like the quest designer - maybe he's found a short-cut the designer didn't think of. In that case he'll be frustrated as he needs to go back and talk to a load of useless NPCs, not because his character needs to, but because the quest needs triggering.
AlanC9 said:I still don't see it. If I really have guessed the correct solution to the quest, then I do know where the trigger is. Knowing who has the answer I'm looking for is part of the solution. If I don't know that, then it's the same thing as if I've misinterpreted the world.
Your argument might have some force if RPG designers created "arbitrary" triggers, but that hasn't been my experience. If you have examples, feel free to share.
galsiah said:The reason that having a goal of "satisfy general NPC need X" is attractive, is that there will usually be many ways to go about this. Finding one specifc item or person might well become impractical or impossible, but such problems as getting food or a type of item, removing danger, providing entertainment, providing shelter... usually admit many solutions. If one is impossible, another will usually work.
galsiah said:One of the good features of "quests" that emerge out of a need to satisfy NPC needs, is that every part of these "quests" emerges from standard game mechanics and interactions. Things will automatically make good sense in the game world, since the problems arrise directly from game world rules. [whether the problems turn out to be interesting is a different question, of course]
If you have predefined entire quest templates, things could quickly get boring. You can solve this to a degree by mixing different sections from various quest templates, but that does run the risk of things not seeming convincing in many cases. If you construct things carefully, most / all the final quests might seem reasonable, but there is no guarantee of this - it would be up to the designers to make sure elements fit together reasonably. This would be a lot of work.
Again, you'd have a trade-off: the simpler and more generic you make the pieces, the more easily you'll be able to fit them together, but the less interesting the final quests might be. Make the pieces more individual, and they'll be more recognisable, and probably harder to fit with other pieces.
No matter how sophisticated the algorithms behind content generation systems they remain mere labour saving devices and nothing more. Such systems’ output replaces superior human authored content allowing the world builders to increase scale due to lowered resource costs. As an end user I shouldn't care how the content is generated but rather what kind of content - in terms of both quality and quantity - is delivered.OlSheep said:- Are there any procedurally generated concepts that you feel... would greatly enhance your experience with RPGs?
This, I believe, is the way forward for CRPGs (or rather what may replace CRPGs), the concepts are much lower level than NPC AI or algorithmic quest generation and provide huge range of possibilities within a completely fixed - and thus robust - system.Zomg said:Ever heard of the concept of emergent narrative? Think of playing a game of Civilization - for any given game, I'd bet you could write a compelling two or three page mini-history of that world, a virtual Guns, Germs, and Steel. Stories are surprisingly self-organizing in procedural and reactive worlds - just try to play X-Com, a game with zero elements of literature, without a story popping out at you.
the more you allow NPC and world interactions, the more it can breakdown. imagine after 20 hours of gameplay player arrive at most cities deserted: NPCs killed off each other, wandered off to forest to search for food, etc.
to prevent this, you ended up simulating more world rules, which in turn breaks down in more unexpected manner... and you coded more rules to prevent that, and...and so on. I think you get what i mean.
galsiah said:However, some are simply not "fun" for any reasonable definition of that word.
Section8 said:Basically, you're killing two birds with one stone. You're taking steps to make otherwise generic NPCs distinct, and you're also making the NPC's needs partway visible to the player. It may not be as compelling as decent dialogue trees, but I think the the game would amply compensate in other areas.
Stark said:99% of them would not be very compelling in terms of quest structure. this is necessary so, because in order to generate more intricate quest structure the interactions between NPCs and the world would have to be simulated at an increasingly exponential detail level, which is computationally unattractive and effort vs return diminishes very quickly.
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If you have predefined entire quest templates, things could quickly get boring. You can solve this to a degree by mixing different sections from various quest templates, but that does run the risk of things not seeming convincing in many cases. If you construct things carefully, most / all the final quests might seem reasonable, but there is no guarantee of this - it would be up to the designers to make sure elements fit together reasonably. This would be a lot of work.
I agree. there's the challenge of creating sufficient number of base templates, and allow them to interact with each other in a convincing manner to generate sufficient number of quests that do not feel like a repeat of one another to the player. still, i believe it is far more implementable than your alternative.
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Again, you'd have a trade-off: the simpler and more generic you make the pieces, the more easily you'll be able to fit them together, but the less interesting the final quests might be. Make the pieces more individual, and they'll be more recognisable, and probably harder to fit with other pieces.
agree. however the same argument applies to NPC need generating quests too. see above.