| Timmy GILBERT |
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But it did worked for TV series!
They are so formulaic that it sometimes bleed the eyes... But at least from episode to episode consequence feeds back the next episodes, the "next world state", in the structure/algorythms. This allows for character growth, for exemple. Maybe a nested structure type of algorythm would work... Hey i'm already toying with that! ;) |
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| Patrick Dugan |
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We talked about doing a bigger version of this, and playing with different forms of causation such as time-travel, parallelism (Mulholland Dr. style) and combinations of these themes. The thing is, when you have explicit structure like this you run into crazy recombinatorial explosions, I was crashing at his place the night he was crunching on this to submit to TGS, and he was cursing interactive storytelling for the mountain of scripting involved in fleshing it out. Imagine if he did a four act structure, you´re talking about another order of magnitude.
I think this approach may be a trap. |
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| Timmy GILBERT |
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Well of course if you are NOT taking incremental steps...
It's like acheiving pong and says "... and now we are going to make kung fu panda real time with no loadings ..." The shame of interactive storytellings is too much ambition at a time and deciding it is broken without let him grow properly |
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| jaime kuroiwa |
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I don’t understand why this is not a game because it has no goal. By “goal,” do you mean a “game over” message, or a results screen? The goal in this game, or any game for that matter, is a mastery of the rules set forth by the designer. I’m probably arguing semantics, but to label this work as a “toy” is to diminish its intent. It’s like saying a poem cannot tell a story because it doesn’t have enough words.
To be clear, though, I don’t disagree with your point. Flexibility within a tight structure is one of the best features of games, and constraints will always bear positive outcomes in design. Your example of Mystery House Possessed reminded me of the game Ripper. It was an FMV game, so there weren’t a whole lot of deviation exploration-wise. They managed to make it interesting by randomly activating certain events that would steer you towards one of several suspects. Storyteller, if you expand its gameplay element into a larger arena, sounds like the mechanics behind the game Bioforge. There was an explicit structure to the story – uncover the secret behind the cyborg experiments – but there was a secondary storyline concurrently unfolding alongside it – discover your identity. The secondary storyline was based on your interactions with other characters, and your degree of exploration. Like Storyteller, where you are and what you’ve done affect the outcome of your story, which was a pretty powerful motivator to progress through the main story. Unfortunately, the main story ended with a cliffhanger, so therein laid the issue of such an approach to narrative; sense of closure. |
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