Flammable Penguins Blog The internet home of Claire Blackshaw

16Aug/090

Eternal Struggle

I have been struggling with this concept ever since I was eight. Narrative vs Ludology. By Narrative I mean story-telling and Ludology I mean pure game play.

Introduction

You see when I was around six my brother took me through my first roleplaying games and shortly afterwards I tried to run my own game of Dungeons & Dragons box-set. My epic story never left the village and bells were rung, chickens chased and silliness ensued. I played endless choose your own adventure books but non of those tales stick in my mind like other stories I read.

You see from a very young age I always had two ambitions, to perform and play. I've always wanted to make games since typing in code into C64 out of magazines. I've always been a story teller, directing my first public play when I was eight (it never went ahead but we rehearsed filthy rhymes, "She whipped her pistol from her knickers."). I started programming for the first time (for real, not copying) when I was eight in C.

So this struggle between playing and telling has always been present. Now I should say meta-narrative or player narrative is fully compatible. The conflict comes in delivering a story with that game. So back to the key point role-playing.

It's been my passion always as it seems to combine both my loves and be social. South African role-playing at cons is much more story based than the conventions I have seen in the UK.

Role-playing Solution

Now excluding the dungeon crawl and roll-playing, those are without real depth. There are two major forms in South Africa. Campaigns and Convention Modules. Unlike US & UK cons the South African modules have pretty strict conventions. Between 4-7 players, almost always 6. All rules and required elements must be included in the module. The player characters are pre-written. The GM only see's the module an hour before the game. The module is run simultaneously in one slot.

The campaign however is much looser but much more complex. Over the years I've learned the secret to a good campaign is to play with the players. Don't write over-arching plots instead make everything character base and weave it around the players actions.

This means you can deal with themes and even setup scenarios but you must ultimately cater to the players and adapt.

Now in a module you have a story and script which you need to stick to. A bit of variation is required. The great modules are spoken about for years, like good films. Also because of the simultaneous play throughs story, plot twist and grand tales have more impact. Some flexibility and deviation but ultimately you tell the story. This is mainly achieved by having pre-written characters which have motivations written. The main ingredient is good players and a gm.

So a South African module seems to be closest to my solution.

Digital Divide

Okay we have two main problems in the digital world. Most game players are uncooperative bastards and we don't have the social backbone to remove their awfulness. Put a few people in a room to discuss a thing and they will be civilised. Put those people in a chat room with pure anonymity and they are awful.

The next problem is a good GM has a very useful toolbox.

  1. Advanced decision making with social context
  2. Content generation on the fly
  3. Multiple detailed player input channels
  4. Library of social knowledge, experience, dictionaries and research

Okay the first item means we need an AI or system which emulates it which is still years out of our reach. Though not more than twenty.

Content generation, we have some good work in this area but the main problem is method. When using the written and spoken word a sentence can make a vast landscape and a thing does not exists till mentioned. This is used more times than you would think. Unfortunately on an AV display all things must be defined before it can be display. We cannot materialise a door into a wall if the player has already seen that wall.

A digital player only inputs conscious input through a controller. Conscious input is meaningless when measured against the VAST amounts of information you can read in their unconscious signals. The best moments come from exploiting this input. In a digital world we would need a microphone and camera to watch the player (Natal I'm looking at you) but also read and interpret extremely advanced tiny motions. The main advantage here is if we get more advanced we can measure heart-rate, biometrics and brain signals. So for the moment we are behind the curve but in the future??

Finally the library of knowledge. Well that problem is easily solved. We could plug all games into a vaster database than any human could learn in a lifetime. The trick is to get a computer to comprehend the vast amount of data. See the first point.

Conclusion

I do plan to write more on this based more firmly in what is achievable today. For the moment however you see where my eyes are looking and what my motivations are.

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11Aug/090

Crunchy Goodness

Crunch goes the night.

Or at least it has for over the last month. There have been brief respites over the last six weeks or so but mostly it's been early mornings, late nights and weekends. I've been cramming my home-time projects and other prep work in where I can. So many topics I want to cover but the one most on my mind is the crunch.

Sorry I have to say this but Shower, Sleep & Eat. You are no use to any one if your not getting at least five hours sleep, a shower (deodorant does NOT count). You need to be productive, and not smelly. Top Tip: Fruit, Breakfast Bars and sucking sweets are great fuel. Avoid alcohol or excessive caffeine. Booze does not help, I don't care what whacked out grad-student theory you have. Also I can tell you a horror story about what excess caffeine can do from a university project gone bad (another time).

There is a wonderful word, Consideration. The process of giving careful thought to something. Being considerate is thinking of other's. This is crucial every day but it becomes more important in times of stress. So don't be negative, make cutting remarks or bring those around you down. Even if you are working on a different project you are all in the same boat. The excuse, "it's all in fun" does NOT cut it.

Measure Twice, and Cut Once! You should never be sloppy in your work but some people think because it's crunch they can cut corners. BIG MISTAKE! If during the rest of the project you checked over your work twice then in crunch you should check over your work three times. Everything you do has a knock on effect and that effect during crunch can be demoralising and project breaking. So make sure your commit not only compiles, and runs but that it's a good solid piece of code. Again I have horror stories of my own.

Finally I want to talk about the two extremes, Polish & Domestos. I've been exposed to both attitudes. The Polish guy wants the game to be as good as it can be so wants to squeeze every ounce of goodness and polish onto the project. Problem is this breaks things and leads to missed deadlines if done excessively. The Domestos man is applying harsh reality to your germ of an idea. They are stripping away features, finding quick fixes instead of good ones to meet the deadline.

My opinion does not hold Domestos guy in high regard. I've seen too much negative input come from this. Too much rejection of good ideas. It is especially prevalent on job-for-hire work. Their is no love, all creation needs love or else it's production.

Now I agree deadlines need to be met and reality needs to be kept in mind. Also I want every project I work on to be the best possible. I personally lean more towards polish because I think their hearts are in the right place. I find a true measure of quality is not your feature count, or innovation but your execution. So if it's a choice between getting in a new feature or polishing an existing one, most times I will polish.

I will say this my current project started as a job for hire production line thing. It has grown and been nurtured into something much more. Mostly because there are people behind it who have invested some passion, and a lot of hard work.

P.S. This is a great article on the topic of soft games engineering and being adaptable:
A New Attitude To Game Engineering: Embrace Change, Re-Use, Fun.

Okay well I'm not quite done in my crunch yet so back to Enclevering away.