aigan said:
Character development and relationships are an important part of the type of game I would like to see.
I'm putting just some random responses here, for the sake of inspiration. I don't think i understand your vision, at least not yet, having not read your blog. It's not clear to me what ‘systemic’ means, for example. Maybe you can reduce your vision to some one liners, to give an overview up front.
I also lack a lot of recent advances regarding modern AAA games. There seems to be a lot about handling relationships, e.g. thinking of TLoU 2, but i have missed those games. Played CP 2077 at least for a while, which seemingly was about a protagonist with a dream of achieving something remarkable, so he will be remembered. That's certainly more about character development than i've seen from my major inspirations, basically games from the 80's up to 2010.
But i have thought about relationship too. To avoid a half billion dollars bill, i reduce it to just two characters. Protagonist and companion. And i want it to be a love story, or at least raising the expectation on that. It should happen in the players imagination for most, not so much in the game itself. Due to costs, mocap and cutscenes are no options for my budget.
So how should this work?
Mainly with facial expressions. I was drawing comics as a kid, and getting anatomy right is hard, but i was good with facial expressions. And i'm optimistic i can develop a system to do this with game characters, although it's a lot of work.
Another point is to reduce a need for speech - another thing i can't afford. To explain the lack of speech, i need a background story to fulfill the constraint. Planet Of The Apes is an example. Man lands on planet, meets a girl which is somehow uneducated and can't talk. Something like that.
The final point is to keep it shallow. There is too much action in the game, so the love story can't fully develop due to external events hindering the relationship to progress. Maybe some Indiana Jones movie would be an example of that.
That's very limited compared to AAA storytelling, but it can be fully dynamic. Technically, animation is not required. Facial expression and body language, that's all. But i have not really thought about the problem of detecting which emotional state should be caused from emergent situations.
aigan said:
Think of main, companion or side characters from popular story-driven adventures and RPGs. It's often characters that will keep your interest in a way that you want to meet them again in upcoming games.
Does not work for me at all. I saw you relate to HZD on your blog page a lot, skimming over and seeing screenshots.
I have tried it. I was very impressed from the cutscenes for the introduction. I thought ‘wow, that's animation at Disney level’. But the story was kinda low brow, clichees, predictable. So i 've focused mor on how silly the hairstyles are, than on the story. Finally when the game started, it was the classic problem: I feel thrown into a world where i can go anywhere, but i have not build up any motivation to make a choice. I expect more work than fun, and then i do not really come back but try another game.
Although modern games do this much batter than back in 2010, it does not work for me.
For similar reasons, almost all RPGs fail on me right at the start.
A game where it did work was the recent cat game. The introduction is great. You see your cat having relationship with friends, then due to accident the cat falls down and becomes disconnected from it's friends. Pretty simple, but characters are introduced well, and i have motivation to bring the cat back to its friends.
Well done, and more than good enough.
However, the conclusion for me here is: I can not list a single example of a game where character centric ‘live’ storytelling (cutscenes, talking NPCs) actually works for me.
But i can list many working examples of alternatives: Narrative FPS or Walking Simulator, picking up audio logs or notes, showing reprises, mostly about events from the past, avoiding the live events.
I think this is because those latter approaches spur imagination, while the former prevents this, and also NPCs even if recorded never feel alive in games.
Personally i tend to believe that maybe we just can't do storytelling like the movies do. We have our own ways, which are better no matter how big the budget is. But not sure, since my personal impression may be subjective and shared by a majority.
aigan said:
My goal would be something like Cyberpunk 2077, but the first step would be a text-only game with an abstract description of events and without any dialogue.
Why not both? Dynamic characters in an action adventure, but avoiding the static restrictions of static dialogue. I mean, for the last step as well.
Personally i see almost no other way, aside of some key scenes maybe where dialogue is required.
To me, the disliking of dialogue dates back even to early graphics adventures. I loved Zak McCracken, but in Monkey Island they talked too much. I was bored and never finished the game.
I realize just now that it's probably dialogue which breaks story telling in so many games for me.
Probably that's just me. But omitting it makes ideas about dynamics, freedom and emergent options so much easier.
aigan said:
There are plenty of sandbox games. Many of them have some measure of simulated physics. I think they can be a lot better, but it’s at least something. There hasn’t been a game yet that does the same thing with story. That is, doing story through systemic interactions.
A story sandbox - how on earth should this be possible?
I'll read on, but in case you don't, i really would love to hear about some examples…
aigan said:
As hinted by Watch Dogs Legion, you can talk to a person, and that person will be woven into the existing narrative.
Interesting. But i know only the first WD game, which was pretty good imo.
aigan said:
The tone can adapt to the player. If the player behaves silly, it could use story rules from action-comedy. If the player is careful, it can take more from a thriller. If the player is flirty, it could use rules from romance stories. If the player is a murder-hobo, it will take rules from outlaw stories.
How? I mean, we could raise the budget to 5 billions, making content of 10 AAA games, then tailoring to the players style simply by selecting content.
But this really goes too far?
I'd rather hope on procedural content generation in this case, which now becomes possible using generative AI. But i'm not optimistic regarding quality. I expect boredom worse than ever, artificial and strange experiences, and i even hope such attempts will fail.
aigan said:
For every type of story theme, there are variations that can be mapped to the player stalling, shortcutting, succeeding or failing.
Still sounds like exponential growth of production efforts.
But it depends on how you tell the story eventually.
Personally i have a vague idea which maybe is similar. It's about generating cool action movie situations around the player. Some background task could analyze the gameplay, preparing things like an ambush, an helicopter coming buy so the player can jump on it, or adjusting traffic during a car chase so pursuers crash into oncoming traffic, etc.
That's difficult, but surely doable. And if action movies tell a story, then this would count as story too.
So what do you mean? Physical events and spectacle like in my example, or character centric events affecting relationships, dialogue, drama, …true story with a deeper meaning?
aigan said:
A computer can check the constraints against thousands of variations finding a better match than any tabletop game master would.
Yes, but that's not the problem. The problem is how to generate the content?
If it's generated offline so static, you simply need too much content. It might be better to make only a fraction of content, targeting a specific player type. Lower costs, but a happy niche of players served well.
Contrary, a general game, which can adapt to any player type, has costs (and also storage requirements) multiple orders of magnitudes higher.
And assuming it works, each player will only select 1% of the content. He might not even notice his freedom of choice, so to the player there might be little difference between both those games.
That's surely a disillusioned way to look at it, but you can't ignore the 100 : 1 ratio of the risk involved.
aigan said:
Have you experienced the DualSense controller? You can actually feel the grass under your hands in Horizon Forbidden West.
Ha, no thanks. No trackball or proper touchpad for mouselook, no immersion.
Feeling rumbles is not immersive, but rather just annoying imo.
Controlling your view with precision and without lag is simply required for a immersive experience.
I really like the box of those consoles. HW and SW made for games. I'm envy.
But until they realize that mouselook is the biggest innovation for games since Pong, i'll pass. ; )
Console gamer: I can hear the gunshots out of my controller! So immersive!
PC player: hahaha, lol, rofl.
I'm just from the latter camp. But i don't believe in a 'glorious PC master race', and i rather think our HW totally sucks.
aigan said:
For example, when you can’t move because you just triggered a cut scene or a long animation.
Yeah, that's a no go. Never take camera cotnrolls or movement away from the player, and never interrupt gameplay.
Same page here. But ofc. ther are always good reasons to break such rules.
aigan said:
If you need an NPC alive, you can have the player still be able to move the gun but never point it directly at the NPC.
That's a really good idea. : )
aigan said:
I wrote an article about a control scheme for embodied manipulation.
ugh - ‘console player trying hard to self assure his controller does not suck’ :D
Just joking, did not read. Too many button combos maybe. I always fail to remember more than one button. Atari was good. : )
Personally i'm working on robotic ragdolls. It will work, look realistic, and they can do many actions.
Intuitive action controls seem impossible. And i hate to use many buttons on PC even more than gamepads.
For now i believe the solution might be something like mouse pointer and pop up menus. :O
So you see i don't have much clue about controls, and lack the competence for feedback. :D
aigan said:
For example the ability to adjust the landing (slightly) even in mid air.
I might have an idea to unite the laws of physics with the requirements of game controls.
But my ragdolls are not yet good enough to try it out…
aigan said:
I have seen a lot of quests or arena designs where you can’t exit the scene, not because the door is locked but because you were supposed to talk to a person or take an object or kill an enemy first.
Yeah, that's bad. But i'm sure every game designer is fully aware about those issues, and has the same goal of addressing them. Likely they can't fix every little imperfection, simply due to reasonable budget limits and deadlines. It's forgivable.
But it becomes a real problem in case the player simply does not notice what he must do, and he becomes stuck because of that. Happens pretty often to me. Then i feel dumb. And the game also feels dumb - sitting there, doing nothing, not realizing i need help.
Some games do realize, and react by some NPC repeatedly telling me what i should do.
Which fells dumb as well. What a dilemma. :D
aigan said:
I probably see more of this since I usually try to avoid fights. Many game designers may not have even considered that the player would try to run back the way they came at the first sign of trouble.
I can't do that. I never know from where i came from. Every direction looks the same. I'm constantly lost.
I often feel like game designers also forget to consider that some people have problems with orientation.
aigan said:
This is exactly the type of thing I’m referring to. There are so many times then the avatar could clearly just walk right through the giant hole in the wall, but aren't allowed to. Or climbed over the tiny heap of rubble.
Sure, but that's also forgivable imo.
But i don't forgive a total lack of options.
For example, i was playing CP 2077. Those guys have no idea about shooters. It's no fun. The enemies don't even move. They're just bullet sponges. Initially i could not figure out that i have to go to the damn inventory to equip a weapon, so i did just run which worked pretty well.
However, at some point in the game, i was at some shopping mall. Many enemies.
It was obvious what to do. Climb up, and sneak on top over the enemies. The climb would be easy, and they could not see me. I could prevent the boring gunfight.
But in this game you can not climb at all. And although i knew this, i could not longer accept the limitation. Rage quit, and never coming back.
Back then the game was still very buggy. So after a lot of frustration, i just had enough. It felt like the end of the AAA industry to me, and since then, i have not really played a AAA game.
Initially i was excited. Exploring the city without any gameplay was awesome and mesmerizing. They did it. A big scifi city in a game, and i was sure this is the game of the decade. But then the game itself was such a disappointment.
Now i play simple indie retro shooters, like Amis Evil, Prodeus, or Dusk, etc. Those games work really well. I'm surprised how much fun they are. They feel perfect.
Initially i as dreaming about big games, where you can do anything. Total freedom. Infinity.
But times teaches me a lesson about how important restrictions are, constraints, and a lack of choice.
It's like my expectations and ambitions are shrinking with age, contradicting that after decades of work, i feel close to being able to realize many of my former dreams and convictions about richer options.
That's somewhat confusing. But maybe it's just temporary…
aigan said:
Can you give me any example that couldn’t be handled by the physical movement of my embodied manipulation control mapping? The thing I want to get away from is the “use” verb, just because it can lead to surprising results when the player has another idea of how to use an item, or when it differs because of the exact cursor position changed directly before the activation. For example when you use X both for talking and jumping.
My head already hurts form reading so much small text.
But assuming you have some perfect control scheme so the player could do anything,
the problem is not to find some exception that would still not work. It's not about finding bugs.
The primary question is simply: WHAT can a player do in a future game, which he could not do in former games already?
The control scheme does not answer this? Currently we have just combat, puzzles, and finding the way to the exit. What more actions could we want to do in a game? Getting a different hairstyle or more strength points does not count. That's no actions.
But you would be first with providing me some answer to this question, so i'll try to answer yours.
Imagine there is a stack of boxes on a table, and a big empty box on the ground.
Your task is to move all small boxes into the big box, but you have to rotate them so they fit, like Tetris.
Yow would you do this?
There is no way to control 3D rotation intuitively at all. Impossible. And precise placement of objects also is pretty cumbersome already, even if orientation is already right.
In 3D modeling software we use gizmos for that, which requires some experience, but nowadays most people are used to it already.
So maybe my thinking towards a mouse cursor is not all that bad.
I have implemented this to interact with physics objects. I can lift hem and drag them around, rotate them, push
aigan said:
That was a description of NetHack. It was done in the 80s. And I guess the same holds true for Minecraft and several other systemic games. Just not for any story games. Yet.
against other objects, all with a usual 3D gizmo. I did this for debugging, but it's actually fun, i tell you.
But i'm not really serious about it. ; )
Often heard about NetHack, but i never played it. Might try.
Personally i've made a mobile puzzle game about interactive blocks and predictable NPCs. Movement like Sokoban, but i 've added any puzzle mechanics you have ever seen in such games, some new ones, multiple floors so it became 3D, etc. It even had crafting, and could do everything Minecraft has done much later. There were many potential interactions of multiple objects, it was rich in options.
It did not make me rich, but everybody really liked it. They felt creative and smart while playing it. It made them smile.
There always was just one way to solve a puzzle, but it did not feel like that. It felt much more like creative exploration.
This sticks with me. Rich, but not overwhelming. You did not need to memorize and master complex mechanics to build up skill incrementally, since every level was just a entirely different problem.
Surely something i'd like to bring to a 3D action game.
NetHack looks somehow similar, although i guess it's turn based.