Moo Tang Clan: storytelling
Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Friday, May 27, 2011

QOTD: I nearly died

"When people tell stories about their greatest moments, they often revolve around nearly dying. In games, what's really special for people is not, 'I killed the bad guy and I was perfect', it's, 'I nearly died, but I just managed to kill the bad guy.' How do we set out specifically to give them those experiences? That's a great challenge for us as game makers."


-- Brian Fleming, via The seduction secrets of video game designers

Guild Wars 2, with their downed, defeated, and rally mechanics, looks to be making a smart move. In contrast WoW's battle rezz (in various forms) seems to have missed the point - you are dead, a red smear on the landscape, and btw quite possibly by some mechanic that wiped out 50% of your health in one hit.

A little idea to toss into the mix - make damage and health work on a reverse logarithmic scale. The big nasty blows at the start of the fight when you're full of pep and bluster will knock 5%, 10% or more off your health, but the same blow when you're nearly dead only knocks off 1% or 2%. It might take 10 hits to get you down to 10%, then another 10 hits to get you down to 1%, and finally 10 more knock down drag 'em out hits to finally put you down. Down, but not defeated of course ;-)

It's all smoke an mirrors, but it'll work in the same way that players like having a 200% bonus for rested XP vs a 50% penalty for unrested XP.

Friday, March 25, 2011

Help players tell their stories

Chris Hecker has a fascinating GDC talk up on his site: "Achievements Considered Harmful?". Its long, but totally worth viewing.

In the Q&A section at the end is a notable question, about the 61:40 mark, which is about how sometimes players will take a video of something really cool they did in the game and post it online, sort of like asking for a verbal reward from other players. The question to Chris was then "is there a way to have players decide when it is time for a reward, and what would be the result of that?"

I find this interesting for a couple of reasons. Firstly and foremost is that this is an area of game development which, in my opinion, has been largely unexplored.

What support is provided in the game? In some you can take screen-caps, some have built in video capture. I forget which FPS it was, but some even provide instant replay video capture - that is, you don't need to actively and consciously turn on the video capture facility, you can instead say "omg, that was cool, what the hell happened" and press the instant replay button. I wouldn't be surprised if there's a game that lets you do an instant replay and show it from multiple camera angles, not just the one you saw.

Friday, March 11, 2011

Linger a while, and hear my story

But if the npc's would talk to each other and talk about events, use turn of phrases and even react to the player inquiring about these things, now that would be something.
They do this to some degree. It's really not too bad. Problem is that there is no character building in the story line. So you don't feel that any of this is important.
-- Nils' MMO Blog
That's an interesting point, and with the accelerated questing and leveling and fast travel and all the leaving zones behind stuff that's becoming the norm ... no wonder players don't bother reading quest texts at all anymore. They just don't get the chance to care for the characters they meet.

I'd prefer a slower paced design, where players stayed for longer in the same place, and experienced more story with the same characters.

Looking back at a few quests in WoW and I see a common pattern: even when there's a bit of story developed between a couple of NPCs, they are nonetheless isolated from other NPCs and other quests. You play through their tiny set piece of story, and then move on to new quests from new NPCs, never to return.

Such a shame, because there's so much more potential there once you let Metcalfe's Law kick in, and you'll get to see more sides of the same characters. Maybe the lovestruck frontier warrior also has a shadowy gambling habit with a traveling goblin trader, is estranged from his father, and is also being groomed for promotion by the local captain. The captain who sends you on the inevitable series of kill-ten-then-repeat quests, also enjoys taking off with that goblin trader to do a bit of quiet fishing, and thinks he's left behind some unfinished business at his previous posting. And that gambling, fishing, traveling goblin trader ... well, best not to ask why he's got such itchy feet.

Then again, maybe I've been watching too many daytime soaps.

Wednesday, December 15, 2010

A telling assumption

By its very multiplayer nature, a MMORPG can not allow a player to really change the world, because other players need to have the opportunity to play through the same story.
~ Tobold, on story

Players need the opportunity to enjoy the game, that is all.

They can play through different stories, even make their own.

Monday, December 13, 2010

QOTD - Danc on building systems for stories

Don't build games in order to tell a single story. Build meaningful systems that create an explosion of culture, spread by the players who are absolutely thrilled to share what they've learned.
~ Danc, on story as evolutionary success or failure lessons

Wednesday, November 10, 2010

Kill 10 rats ... or kill 4 specific rats

Which type of quest would you prefer to do:

  • kill 10 rats, in a nearby farmyard with lots of rats
  • kill a red rat from the barn, kill a black rat in the forest, kill a white rat in the house, kill a brown rat in the yard
Certainly, the first quest could be more efficiently completed, but the latter has more potential for a varied experience.

Fine print: they both would take about 5 minutes to complete, both reward 55 silver and 1,250 xp (from mob kills and quest completion).

Tuesday, April 6, 2010

Measuring progress thru the story

If asked "how far are you into the story and lore of [some expansion]", most players wouldn't be capable of giving a concise and succinct answer. Apart from not knowing how much more there might yet to be encountered (fair enough), they'd also not have a strong grasp on just what they have accomplished.

If asked "how far are you into getting to the level cap", most players would be able to give an exacting answer. Some would even be able to tell you their XP/hour rates and projected play times. All the numbers are there.

When I look at a few of the top MMOs, the reason why is pretty plain: the latter is measured in game, while the former is presented only ephemerally. Once you've completed various quests, they are wiped from your in-game quest log UI. There is no built in mechanism for remembering whether you've met various NPCs or not. A cursory exploration of a zone unlocks and reveals all of a map, and deeper and more thorough exploration is not rewarded beyond that.

There's an untapped opportunity to take a future game design in a new direction.

Monday, September 7, 2009

Measuring progress in a story based MMORPG?

Evizaer posits that popular MMORPGs invert the advancement/story structure of PnP gaming such that story is simply a means to an end instead of the point of the game (and advancement being the means).

He does suggest that it would be possible to design an MMORPG where story is the point, setting the structure right again. My question then is what game mechanics might be designed to record and measure this story-based progress?

With advancement based games it's easy to see progress - the game is full of stats and abilities which can be enumerated. If I wanted to display and explain the story based progress of my WoW characters though I would have a hard time. The best I could do is point to my Achievements and to all the bric-a-brac cluttering my bank. I have very few screen-shots stashed away (the game doesn't directly facilitate keeping visual mementos), my quest log is now empty (completed quests simply disappear). It's a lot of work I have to do to show off my story progress, no wonder then that I don't.

What game mechanics would you want to see to facilitate measuring story progress?

Sunday, February 1, 2009

we barely got out alive

We carefully picked our way to the boss's inner sanctum, went over the plan one last time, and then unleashed hell. The fight was going well, our hero commanded the villain's attention while our cohorts pummeled him bodily and pierced him through with our sharpest arrows. Brother Ereidos kept our spirits up, and tended to our wounded too.

Where things went wrong we don't know, but suddenly our champion was mortally struck down and it was now our turn to suffer his wrath. What few survived his initial assault fled - all but bold Tomas, he gave his life in one last desperate bid to distract him with some vile taunt, but to no avail alas. The rest of us took that boon offered by Tomas, we heeded his final exhortation to flee.

Now, we were scattered and broken, and the alarm had been raised. Patrols were fervently searching for us, some of us took cover in side rooms, playing a deadly game of cat and mouse, making our way to the broken door which was our entry to this hell.

Hmm ... a scenario unlikely to occur in WoW - when the tank dies the raid will typically quickly wipe. If you run, if you can, if you're not locked in the room, he will relentlessly pursue you with incredible speed and unerring omniscience, and deadly potency. The lair will not be abuzz with patrols freshly roused. There are no games you can play with line of sight to escape capture and a sound beating. It matters no difference if you release your spirit or await the return of your comrades to render aid, there is only one state of defeat, there is no lingering incapacitation.

Side note: how about, at least, instead of being locked in the room there would appear additional enemy troops who stand back, obedient to their master, letting him deal with the interlopers (oh, the folly of the arrogant evil overlord, so used to their omnipotence they little realise the real danger facing them). If the boss goes down, the patrols are routed, fleeing in fear that our attention will now be turned to them. If any players attempt to flee then they face certain death for themselves, and may even trigger an all-in reaction (to their immediate and eternal ire of their fellow raiders).

Side note the second: just once, I'd like to see a raid boss set up such that once he's down we now have a new fight on our hands just to simply get out, or for our colleagues to rejoin us. I don't mean finish off the adds, I mean your exit is blocked by mobs. There should be ample time to recover from the boss fight, raise your dead, patch your wounds, summon reinforcements. If however you down the boss with only the tank and one dps still standing then they have an uncomfortable choice on your hands. Simply surviving the fight wouldn't be enough now.

In Naxxramas there's at least one point a little bit like this: to fight Gluth you must drop into his room, and once done there you have no way you can simply walk out. You must either hearth, port, be summoned, or fight through the rest of the construct quarter. Or die. Your comrades can join you in this predicament very easily though - you can simply walk in then jump into the room with you. So, not the same.

There's also a few cases where time is used as the limit to your freedom - both timed events for strathholme mean you don't have the luxury of releasing and walking back in, you not only have to survive each fight but must survive it with strength to spare.

Conclusion: yeah, getting bored with the reboot-video game design of raiding right now. Someone please make a more interesting game kkthxbai.

Monday, December 1, 2008

Alternative to quest texts

A comment on Kill Ten Rats caught my eye:

But I think there’s more to the problem of quest text than just that people are too lazy to read it and too stupid to understand it. Yes, that’s the basic problem for a lot of people, but quest text seems to me to also be a very awkward game mechanic.

What other ways could it be done? Back in EQ (or was it UO?) you'd interact with the NPC via typed dialog - you'd type something, he'd reply, you'd hope you used the correct keywords, and on it goes.

So here's an idea, inspired by the flavour responses that WoW NPCs have when you just click on them (a sequence of greetings deteriorating into annoyance) ... click the NPC and he mentions he wants help, click again to find out more, and so on. Mix it up a little bit so players don't just spamclick - have the NPC ask a question at some point, to which the player could /agree or /disagree or some other /emote as appropriate. The responses would probably be via text, not voice effects, simply because of the massive volume of content required.

The NPC might react differently depending on if you are mounted or not, right in front of them or not, and so on. Not mysterioius-different, but flavour-different. Some might insist you sit down before they talk, rather than flapping away

Wednesday, October 1, 2008

Dread Pirate Roberts

Humble Hobo describes continual content and the comment replies point out the “extinction problem”. This is where if quests get consumed by players, then you will rapidly run out of content for the players, and faster than you can replace that content too. A single quest might take 10-15 minutes to play through, but it would likely take much more than that to set up in the first place.

There’s a related problem too – what happens if the quest you picked up in town gets completed by someone else before you even get to where the villain is hiding? Does the quest get marked as “complete” because the villain has been brought to justice (just not by you), does the quest get disabled in your quest log, or does it remain there, active, but impossible to complete unbeknown to you. Maybe WAR’s public quest system has something to enlighten us here.

Consider this variation on the continuous content idea though: a nasty villain has a bounty placed on his head – you kill him, unmask him, and find he’s just some pretender .. not the real villain. Later, rumours of the villain re-surface in the next borough over and the story continues. The same quest can be used and re-used over and over, with only slight variations in the quest details each time.

This is similar in ways to randomising the spawn location of a quest objective — if the villain is knocked off on a regular basis by adventurers then it will seem to be random. It’s different though, in that the NPCs will give differing reports, and the starting quest text will be different each time. So, while there is some chance of players breaking immersion because they think the content is buggy, it will also add character and depth to the game since the world would now be more dynamic.

You’d still have problems arising from other players completing your quest though.

Maybe WoW’s new “phasing” design mechanic could come into play - this is where the world you see is dependent on what you’ve done, and the world I see is dependent on what I’ve done. Thus your villain and quest remain active and located where you were told and the NPCs you talk to point you in the appropriate direction, but the next player to come along would be given an entirely new version of the quest, with different clues and a different location. Well, that could work but it would really break the game world in horrible ways, changing the MMORPG into an MSORPG. Bleh.

No, the trick would be in pacing the re-spawns. If this particular quest is so easy that it gets knocked over on an hourly basis then it would all seem very unrealistic - first the villain is to the north, and then 30 mins later he’s reported to be to the south, then an hour later he’s apparently been terrorising the prospectors and shepherds in the Red Hills ... how the heck does he travel about so damn quick, and how does he even find the time to carry out his villianry with all that rushing about?

One way to pace this some more is to make it a chain of intermediate steps - the usual plot tricks of “report for duty”, “scout for intel”, “fedex the report up the chain of command”, “search the woods/hills/ruins”, “take out some minions”, “gather some tools”, and finally “kill the boss”. Whew ... that should slow most players down for a bit. Add to that a significant delay (eg. a day or two or more) to the respawn, including the re-appearance of the quest givers, and the illusion of a dynamic world would be complete.

This could only work in a world which is acknowledged by players to have dynamic content though – if you slipped this quest design into WoW as it exists today you’d immediately see reports of the quest being bugged because player’s can’t find it in the same place, and many complaints about the slow re-spawn cycle.

Saturday, September 27, 2008

quests with alternative objectives?

The typical quest mechanic I've seen is (1) get the quest which states the objective, (2) do some activity resulting in (3) completing the objective, and (4) hand in the quest.

As a thought experiment, imagine an MMOG with a quest engine which allows for multiple alternative objectives. For example, the quest set up might be "The red hill ogres keep raiding our vineyard and stealing our wine. Do something", where "something" is (a) kill the ogres, (b) kill the dragon camping their beer stash, (c) open trade with the ogres, offering wine in exchange for furs, (d) help the dragon find its mate, thus scaring the ogres out of the red hills for good, (e) help the ogres raid the dwarven brewery instead (they prefer beer, y’see), or (e) simply steal the wine back again.

The typical MMOG quest engine system would offer just one of those as the quest objective (although the RP crowd might do something with the rest). You could implement the alternatives as additional separate quests, but that would just be a hack (and confusing when doing one quest invalidates the others, and irritating if you pick one objective and then find out on the way there it would be easier to do one of the others because [eg] you just found help). Much more interesting would be you pick the one quest, and then head off to confront the ogres ... and whichever objective you manage to accomplish first marks the quest as complete.

In the quest UI I don't believe I'd list the specific objectives necessary to complete the quest, certainly not in the TL:DR bullet point summary. I'd like to think that clever players would figure out what some of the options could be, knowing full well most players aren't that clever.

I know that traditional quests with an ambiguous unstated objective are usually regarded as a content development bug by players ... but mostly arising from the frustration of trying to guess just what exactly is the One True Objective to complete the quest. However, offering multiple alternative objections might ameliorate that, especially if the players are re-trained to expect the possibility of alternative objectives (instead of giving up at first glance).

Naturally, in a static content game the various approaches will all soon be discovered and documented in some online wiki, and the wisdom of the crowd will be applied to determine the optimal solution. The next step in this thought experiment is to consider what basic game mechanics and plumbing would be necessary for such a quest with alternative objectives to arise dynamically.

Wednesday, May 28, 2008

teaching situational adaptation

Syncaine describes a common quest chain pattern: (a) kill 10 boars, (b) find some boar relic, (c) kill the boar boss.

Consider instead if the first quest you got was to eliminate the threat of some monstrous ogre. You head off to do so, but discover that he's no dummy and has surrounded himself with dozens of guards and so on. Not only that, he's a full 5 levels higher and is an elite. The pig-headed adventurer would grimace, and plow right in. The smart adventurer would return to the quest giver and explain the situation .. at which point the quest giver would then offer some intermediary style quest - perhaps raid an outpost to draw off some reinforcements, maybe a quest to gather some special herb or stink bomb or other aid for the coming showdown. The quest to deal with the ogre boss would remain in your quest log the whole time.

The point being there could be a game mechanism in place to reward thoughtful situational adaptation by players, a design approach which transcends the “kill 10 x” and “kill x for y” grinding pattern of quests.

Note too that so far I haven't said the quest is to "kill the ogre boss" - instead I said "eliminate the threat". You could complete the objective by killing the ogre boss, but you could also uncover some additional quests which leads to you holding some object which causes the ogre boss to react differently, be friendly even. There could be an alternative quest line which results in you eliminating the threat by convincing the ogre to swap sides, to enter into a trade arrangement, or even eliminate the threat by convincing some other NPC group to lead the attack and kill the ogre boss or force him to flee.

Tuesday, April 29, 2008

Storytelling 101

Go read It’s Story Time, Boys And Girls! for an excellent write up about building storytelling into MMO design.

Wednesday, April 2, 2008

hijacking quest returns, and other hypertext opportunities

So, here I am with a sack full of bears' hearts or some other gory trophy for some lazy peon, and I'm heading back into town.

How cool would it be if on the route home I got a whisper from some shady character lurking in an ally way, and he says "hey, don't be returning them thar parts to that lazy peon for a pitiful reward -- give 'em to me and I'll make it worth your while."

The storytelling opportunities would be interesting.

Currently, quest lines are strictly linear, with only a few exceptions. While there are many cases where the completion of one quest opens up three or more dependent quests, all which must be completed before the next link the the chain unlocks, I can't think of any substantial quest line which forces a choice of a branch.

Another dynamic is possible too for those quests which are started by an item routinely dropped by a mob - you might be given multiple choices as to who you could return it to, with each quest giver starting a different branch.

For example, Daniel Whitcomb at WowInsider presented this scenario:

Say you intercept a messenger from the Venture Company speaking about a stealth clear cutting operation in Ashenvale. Do you send word to Astranaar and help them ambush the logging crew, saving the trees and becoming a hero of the Night Elves? Do you negotiate with the Venture Company to keep quiet about the operation for a cut of the profits? Or do you offer to help them slip past the Night Elves and into Ashenvale, setting up the possibility of further business dealings with them on down the road?
Now that would be interesting.

One caution though: you can't afford to design dynamic quest lines like this as a rare exception. Since the players would be trained by repeated exposure to linear quest lines, they wouldn't even stop to consider if they could hand it in to different quest givers, instead handing it in to the the first obvious one they stumble across. Stupid mistakes will occur if branching questlines are rarely encountered.