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Blogs

  A Role for Could, Would, and Should in Game Input
by Ron Newcomb on 11/06/09 05:06:00 am   Featured Blogs
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The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Games controlled by sentences rather than buttons raise the design question of what subset of English to implement. Frequently this becomes a question of what the "verbs of gameplay" are, to take game designer Chris Crawford's metaphor literally. But his otherwise strong analogy misleads the designer of a sentential-input game.  Because a button press translates so naturally into an imperative sentence executed at that moment, it is easy to assume language-based game input should be imperative, and the verbs-of-gameplay metaphor only reinforces that line of thinking.  As a counterpoint, let us examine the utility of the three modal auxiliaries "could", "would", and "should" in multi-character games of (preferably dramatic) one-upmanship.

In any strategic board game, each player evaluates his options, evaluates his opponents' options, and attempts to predict his opponents' plans in order to account for them in his own plans.  Each player asks himself "what could" he do, "what could" each opponent do, "what should" each opponent do in order to win, and with that knowledge, "what would" each opponent do, given each his temperament and natural inclinations. It is only after considering these questions he finally settles on what he will do.  Our trinity of modals encompasses brainstorming, evaluating, predicting, and planning.  In computer game terms, they encompass AI.   

Allowing agents to query an AI about its internal state is a useful feature for interactive story.  It allows a human player to discuss the intentions of his NPC rivals with his NPC allies and get non-scripted answers sensitive to the gamestate and the state of the particular NPC AI in question. In the prose medium of interactive fiction, the same information can be presented outside the double quotes as a kind of interactive interiority.  When dialogue comprises a good deal of sussing out rivals' plans, it helps move the primary currencies of gameplay from money, magic, and munitions to plans, permissions, and predictions.  And when asked modal questions, characters can choose to lie, forming second-order currencies such as trust and perceptiveness. 

Drama is more than culpability and second-guessing of course, but those soft currencies are better grist for drama than spell points.  Characters especially powerful or especially mysterious draw questions about "what could" or "what would" they do, which can act as a reward for or proof of an especial player's agency.  "Should" is a particularly strong word, even a cantankerous word among many artists I know.  It implies judgement, and judging another's work can lead to conflict.  But it is precisely this aspect of the word that is so useful inside a fiction.  Many man versus man, man versus self, and man versus society conflicts can be expressed as a contradictory pair of "should" statements.  "Should" is also a friend to characterization:  how someone answers such a question alludes to what he believes most important.  Interestingly, a goal-directed AI can have its goal stated in plain English as a "should" statement.  So can the goal of a game.  

Contemporary author Tom Clancy once said, "The difference between real life and fiction is that fiction must make sense."  If real human beings continue to baffle researchers for the foreseeable future, then perhaps traditional narrative should continue to clarify and articulate characters' inner lives. Readers, game players, and current AI technology all like clarity.  If traditional narrative hinges on "will he or won't he", then perhaps interactive narrative should hinge on "would he or wouldn't he": the player clarifies his options as per his rivals' possible reactions.  And if intention, obligation, and possibility are so baked into human language they form their own lexical category, then perhaps we game designers should clarify, "why not modals?"  

 
 
Comments

Bart Stewart
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Another well-thought-out post on an interesting aspect of game design. Thanks, Ron.



"Should," I agree, is the most powerful of the three modalities described. Unlike "could" and "would," which seem to me to be mostly about constraints, "should" implies possibilities for change. (A thing "is" X today, but it "should be" Y tomorrow.) And change is the heart of storytelling.



One other possible modality might be "should have." In his "Metamagical Themas" column discussing Robert Axelrod's "evolution of cooperation" (a subject worthy of several Gamasutra articles, considering its implications for designing multiplayer games), Douglas Hofstadter talked about "subjunctive replays." These were forms of "what if" games -- what if I did something a little different instead of what I actually did? What might have happened?



I think there's already an extraordinarily potent form of "should have" subjunctive replay implemented in most games: save and reload.



By saving and reloading, players are able to explore multiple pathways through story and action in an effort to identify and enable the most desirable outcome. If the outcome of a fight "should have" turned out better, reloading and trying again might result in success with less damage taken. In the case of story, "should have" means backing up and trying different dialogue chains. I spent a good chunk of my time last night, for example, saving and reloading repeatedly to experience as many dialogue options of Dragon Age as I could -- in this case, not to maximize loot, but to align my character's story with the emotional and ethical outcomes offered by particular dialogue choices.



Braid is one example of games that explore this "should have" modality. How could other games use the save/reload mechanic -- which is so much an assumption of game design that it's hardly even noticed any more -- as an active mechanic of play? And what kind of game would benefit from a design in which a "should have" mechanic plays a prominent role?

Timothy Ryan
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This sounds an awful like mathematical probability theory that deals with randomness and non-deterministic events. Unfortunately, AI is not so random and neither are the people that program it. What's more, the AI decisions are made in a microsecond, giving no opportunity for a human player to peek into its thinking. Though AI could be slowed down so that its thinking is portrayed in some way, much in the way humans betray their thoughts with face and body expressions. It would be an unprecedented level of AI and animation integration. It would still be deterministic though, so in such cases it would be faster to just trigger animations purposely rather than through complex AI algorithms that lead to emergent behavior.

Adam Flutie
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Bart: "I spent a good chunk of my time last night, for example, saving and reloading repeatedly to experience as many dialogue options of Dragon Age as I could -- in this case, not to maximize loot, but to align my character's story with the emotional and ethical outcomes offered by particular dialogue choices."



This might be a complete tangent, as which I apologize to the blog author, but this strikes me as very interesting. If I read this right, you would try one dialog option, not realizing which way the game was going to bend your characters alignment. If this is really what you are saying, I have had that happen a lot to me recently, Mass Effect being the most prevalent.



Because the options to choose from were not Shepard's actual response to the dialog I would pick one I thought would be 'good' and instead get something completely different when "I" started talking. I realized they started to organize "Good, neutral, and evil" responses at the same spot on the wheel every time and used the position, instead of the text, to pick my responses. To me it broke up what I really wanted to say, and yanked me out of the immersion.



Why provide 'fake' depth to the conversation, when it really doesn't matter? Surely one will see through the text 'gag' and instead realize that the wheel gives you the following options (if present - starting in Q1, top left, of the wheel): Good using stat boost, good, neutral, evil, evil with stat boost, neutral. Of course Q1 and Q4 being to help drive more information out or bonuses, and Q2 and Q3 to push the dialog to an end quicker...



It seems like the text confused more than it really added in the long run, and forces a lot of reloads. Does Dragon Age follow similar suit?

Bart Stewart
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Adam, the short answer is "yes."



With Dragon Age: Origins, BioWare reverted back to their former dialogue model of showing you what your character would actually say, rather than using the model they created for Mass Effect of capturing the "feel" of a particular response with a short representative phrase.



But the underlying mechanics appear to be the same, if slightly refined (as one would expect) in Dragon Age, and not that far away from the model used in Fallout 3 and other RPGs. In all these cases, I can't stand not knowing what "might have" might have happened.



I spend a lot of time saving and reloading. :)



Even so, it seems that with their six unique "origin stories," BioWare is trying to encourage me to try whole-game replays, too...



...but we should probably get back to how natural language options and simple button-mashing, imperative-driven mechanics don't always lead to the same kind of game.

Ron Newcomb
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I agree with you guys that the modals are all about a possibility space. Since games allow us to explore possibilities it seems fitting that we should be able to ... to do something about or use that somehow in-game. Talk to NPCs about possibly upcoming events and such, and perhaps even to commiserate with them about the past, I don't know. I feel the fact that the player of Final Fantasy 7 can't talk about his feelings to the NPCs about what's-her-name's death comes across as a little bit callous of the game.



Tim, specifically: Conrad Cook over at OneWetSneaker dove into some how-to questions of the AI as well. While I believe you're looking at it from a real-time animated visuals perspective (i.e., videogame), Conrad looks at it from the turn-based prose side. (I wish Gamasutra supported trackbacks, but alas, we must copy-paste: http://onewetsneaker.wordpress.com/2009/11/07/why-not-modals-toward-ron-newcomb/ )



To answer Conrad and yourself both, I believe determinism is a good thing here. Fictional characters tend toward the deterministic so the reader can understand them. And outside of physics sims, games tend toward determinism as well, as it allows the player a sense of control. Hence I believe implementing the modals is at least a well-defined problem, so it's one for AI programmers rather than AI researchers. As well as one for designers figuring out how to leverage modals.

James Hofmann
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I think this touches on one of the most base considerations of video game design.



What we've done in video game worlds, almost universally, is to create a static system where the simulated, dynamic elements are boxed off in small areas. Everything else is scripted and more like a database. And if the player wants to, they may treat it that way - restoring the game to see all the conversation options is the same kind of behavior that someone uses while hitting the back button to browse web sites. Resource management challenges are a means of emphasizing various parts of the system, changing the "value" or "prestige" of any particular game-state. I tend to play survival horror games in a deconstructive way by reading a walkthrough first and then planning as much as I can to anticipate events, because while I like the tension of those games, I don't want to feel surprised or lost or panicky. Others want to have those feelings, so they play the game unassisted. Cheats, difficulty settings, etc., all help the player rework the game experience to suit them.



Going beyond that model is a huge step because it involves making cascades of reactions that the player can't always understand in a deterministic fashion or even cheat or exploit their way through. In a dynamic world, anything you say or do has potential to make an NPC think and reason: "Why are you asking these questions? What do you want from me? Are you getting in the way of my own goals?" And so probing for information in this model actively changes the world, making the possible outcomes exponential in nature. While it's more realistic, the enormous complexity forces the player back towards thinking about things one step at a time without relying on a "back button" to exhaustively explore all options, which may or may not be the best thing if you wish to make a game as a work that conveys some specific intent and lets the player attain a comprehensive overview, as if they were reading a book.



(Dynamic NPCs are harder to make, too, which I think is why we impart a certain kind of prestige on their creation, but I'm not sure that they're a necessity for "better games.")


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