03-19-2006, 05:09 AM | #41 | |
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More importantly, interactivity adds a tremendous amount of depth. It makes it feel less like a script, and just a little bit more like a real conversation. At least, that was the intent. I think it worked out okay. When the tone of the dialogue is a bit flexible, it feels more real. Also, there is depth in the sense that the outcome is not necessarily certain. My blog post could have ended with the character running away so that he wouldn't have to hear my idea. Again, I think it adds a touch of realism that the ending is not taken for granted. |
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03-19-2006, 05:18 AM | #42 | ||
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03-19-2006, 06:59 AM | #43 | |
Epsilon-Minus Semi-Moron
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03-19-2006, 07:56 AM | #44 | |
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There's a big difference between "control" and "awareness", but you seem to want to treat them as one. Either that or you're so concerned about the former that you're sacrificing the latter. Part of any good narrative is having the reader/audience/player identify with a character. You're pretty much eliminating that possibility with your approach. If your goal is to SURPRISE the player, then you're basically just jerking people around, not effectively presenting a character.
Unfortunately, you're really not even doing much to limit control. Players are never really in control in any game. There are always multiple options that are pre-scripted, and the player simply picks one. That's not control. All it does is create an illusion of control. So what you're doing is removing that illusion and leaving the player with pretty much nothing. I find it strange that you're trying to refer to this as "interactive" storytelling when it has the opposite effect. Quote:
I'm not saying some form of this couldn't work. Like others here, I certainly SEE what you're trying to do, and find your claims that "you don't like it just because it's different" to be needlessly insular. And yeah, some forms of this have been used already, to varying effect. But none that I can think of regard the player's involvement as being so insignificant. |
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03-19-2006, 08:09 AM | #45 |
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I liked the Gabriel Knight 3 system where the player picked a subject out of a bunch of icons and the actual talking was left to Gabriel.
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03-19-2006, 09:04 AM | #46 |
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The guy speaks truth, it can be a real drag when the dialogs are in trees, Its more spontanious this way. I like this idea.
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03-19-2006, 09:48 AM | #47 |
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Just to clarify: The actions of the buttons are not random. Here is what they mean:
Blue ?: inquiry Red ?: challenge Blue !: agreeing statement Red !: opposing statement Blue ...: considering what has been said, in an effort to accept it Red ...: considering what has been said, in an effort to reject it The player is indeed in control of which of these courses the PC will take, but since the red and blue paths are always opposed to each other, which of the two colors is shown depends on the PC's personality and current mood, so that the player should not be allowed to negate the PC's identity. Jackal, I don't understand most of your complaints. I call it interactive storytelling because that's what it is. It couldn't possibly work without interactivity. The player is controlling the character to a certain extent. He doesn't have complete control, because the identity of a character must have some control as well, but he is the one pushing the character around. And I don't understand what you mean by "guesswork"- what is the player guessing? It's always pretty straightforward. |
03-19-2006, 11:06 AM | #48 |
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Well, of course it's still interactive in the sense that it requires the player to click buttons, but interactivity is all about giving the player more control (or at least creating the illusion of it). As soon as the player loses the sense of making a relevant contribution, then they're left feeling like all they're doing is clicking buttons. And if you're continually guessing at what a dialogue choice will actually elicit from the character, you're doing just that. And that's less interactive, not more.
Yes, I know you have a "meaning" for each button, but the fact that they create dialogue lines the player doesn't anticipate means they're left guessing. That's why you're getting comments about randomness. They're not random under a larger umbrella, but in terms of specific direction, they seem random. You say you're trying to make dialogue more character driven, but if you're effectively communicating a character, then the responses should become intuitive. The complaints here aren't that the choices weren't what people WANTED them to be, but that there was no way to predict the direction they would take. Don't get me wrong. I like the notion of having a dialogue evolve more naturally than simply picking one line after another. But you need to give players enough information to make them aware of what they're choosing. That's why you're already getting suggestions of more detailed options. |
03-19-2006, 11:38 AM | #49 | |
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I understood that the colour signified mood, but I don't really understand it in the context of the conversation. The icons seemed to go from red to blue, but the mood didn't change, or there was no reason for the mood to change. My biggest problem is that three options out of a pool of six is very limiting. Agree/oppose, inquire, and consider. A sentence is a lot more complicated than that. A conversation is even more so. Take conversations from books or games, interactive and non-interactive. I think this system is going to fail to model a non-interactive one, where the path is already set. It's also not going to be able to depict conversations in a game like Fallout. That and consider probably shouldn't be red or blue, but neutral, which also would be a nice option to have for the others. Agree and inquiry also being rather neutral, while challenge and oppose are definitly red. Of course, sometimes people want you to challenge or oppose them, not to agree with them, so oppose could be blue. It's not much more than a simplication of what is already used in games, with a smaller pool of types of response, but instead of the actual dialogue, you're given an icon instead.
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03-19-2006, 01:31 PM | #50 | |||
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03-19-2006, 03:20 PM | #51 | |||||
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03-20-2006, 02:05 AM | #52 | ||||||
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And why should the player know exactly what the character's going to talk about? Here, I'll give you an example. Early on in a game, the character should always know more than the player. I mean, he wasn't born at the moment the player started playing. Try to work around the player's inability to anticipate dialogue, and he can't get to know the backstory by being surprised by the PC's statements. The player should try to anticipate the dialogue, certainly, but I don't see why he should be able to right from the start. He should grow into the character with time. Quote:
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03-20-2006, 06:23 AM | #53 |
Epsilon-Minus Semi-Moron
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I wish you'd answer these critiques with a bit less hubris. It hardly seems likely that you've come up with a perfect system that doesn't even need tweaking.
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03-20-2006, 07:45 AM | #54 |
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True, it does need tweaking. But on the content level, not the structural level. On the structural level, I think it's perfect.
Okay, so I'm in love with my creation. Sue me. |
03-20-2006, 08:38 AM | #55 | |
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Try actually implementing in this a game, if you can, where there'll be more than one rather simple conversation, and see how that works. Who knows, it might work quite well. |
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03-20-2006, 08:50 AM | #56 | |||
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You're trying to pass this off as being about character, but character really has nothing to do with it. Yes, if the character is a bully, and the player anticipates him saying, "I want my wool mittens", then that's a character issue. But most people are more alike than they are different, so the vast majority of responses will fall somewhere along predictable lines. Except, as has been pointed out, conversations are complex and dynamic. It can go in one of hundreds of directions at a moment's notice, and if you leave the player out of THAT process, you're causing disconnection, not the connection you mysteriously seem to think you are. I think you've created a nice little experiment in a kind of "discover the character" exercise. Or more accurately, "learn the system". It's a trial-and-error system with replay value, if one cares enough to replay it. But as an interactive storytelling device, it's counter-productive, as it diminishes the player's role. So, maybe if you used an interesting character study, it'd be more appealing on its own. Quote:
Besides, you're making either/or arguments that don't apply. You're just obscuring the specifics to limit the player's involvement, that's all. Any dialogue system can reveal character at the pace it desires. The only question is how much the player is involved in the process. Quote:
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03-20-2006, 11:31 AM | #57 |
Not like them!
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Okay, well, thank you for your opinion. Naturally, you know I'm not going to listen to anything you're saying, so I won't bother to make excuses.
By this point in the discussion, I've figured out exactly where progress needs to be made in the area of content, and also come to realize that I am madly in love with this form of dialogue, so there's really nothing more for me to get out of this thread. Bye. |
03-20-2006, 11:36 AM | #58 |
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Oh, and thanks.
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03-20-2006, 11:36 AM | #59 |
woof
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03-20-2006, 12:00 PM | #60 |
Diva of Death
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If I might ask, what were you planning on doing with this experiment, Mory?
If it is just a personal experiment, then I could understand ignoring feedback (although IMHO that makes posting a thread about it a complete waste of time). But if you plan on ever using this for practical purposes - i.e. putting it in a game - then ignoring player feedback is the virtual equivalent of shooting yourself in the foot. Personally I agree with Jackal... I think one of the problems facing the adventure game genre (at least in terms of "mainstream viability") is that it limits "real" interactivity compared to other genres, and this sort of system, while interesting in its own ways, would just exacerbate that problem. I could maybe see it working in a "virtual dollhouse" sort of game, like a "The Sims" sort of deal, where the whole point of the game is to do nothing but observe characters you don't directly control anyway. Peace & Luv, Liz
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