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Storytelling in Games

Started by MikPal, April 28, 2011, 04:40:07 PM

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Enchantermon

Quote from: darthkiwi on May 01, 2011, 05:47:29 PMI do indeed XD but I've also played my fair share of RPGs with a "good/evil" slider. Those things are ridiculous :-\
Right, but I was referring to the Mother Theresa/baby eating example you used. ;)
So what if I am, huh? Anyways, I work better when I'm drunk. It makes me fearless! If I see a bad guy, I'll just point my sword at him and saaaaaaaaaay, "Hey! Bad guy! You're not s'posed to be here! Go home or I'll stick you with my sword 'til you go, 'Ouch! I'm dead!' Ah-ha-ha!" Ha-ha. *hic* See? Ain't no one gonna be messin' wit' ol', Benny!

glottal

Quote from: dark-daventry on May 01, 2011, 05:37:34 PM
Oh great. Games that quite literally write themselves. Honestly, I'd rather have a human writing and programming the majority of these games.

Reminds me of the backlash the guy who wrote the music-imitation software got.  He says that many people are profoundly uncomfortable with the idea that a computer can imitate the styles of great composers so well.  They would be much more comfortable if he had composed the imitation music himself, because then everybody could just say 'well, he's a genius at imitating great composers', and it would still be a human behind it.

That isn't to say I don't have my own fears about AI and whatnot...

Now that I think of it, the internet already had a number of random story generators of various sorts.  I guess my concern is that such a game would be too formulaic to hold my interest over the long term ... since all plots are already recycled, the delivery is what makes the difference between a decent and a truly engaging story, and I find it hard to imagine how a game could vary on the delivery...

MikPal

Quote from: darthkiwi on May 01, 2011, 05:47:29 PM
QuoteWhat I find funny is that some of the features that we now take for granted actually started as bugs or mistakes.
What kind of features? This sounds interesting XD

For example combos in modern fighting games. It originated from Street Fighter 2 where you could juggle the opponent with multiple well timed hits. Originally it wasn't a feature, but something that was left in the game because the programmers during debugging thought that nobody could time it right to excecute one.


kindofdoon

Really? That's really interesting because that's now the basis of all fighting games. Where did you read that? And can you provide any more examples of bugs becoming features?

Daniel Dichter, Production/PR
daniel.dichter@postudios.com

MikPal

Quote from: kindofdoon on May 02, 2011, 03:30:57 PM
Really? That's really interesting because that's now the basis of all fighting games. Where did you read that? And can you provide any more examples of bugs becoming features?

I remember reading about it a long time ago in an interview. The Wikipedia-article has a pretty good synopsis of it and it uses another interview as its source:
"Combos were a design accident; lead producer Noritaka Funamizu noticed that extra strikes were possible during a bug check on the car-smashing bonus stage. He thought that the timing required was too difficult to make it a useful game feature, but left it in as a hidden one."

TV-Tropes has a nice list of bugs under the "Ascended Glitch"-article, but I'm not going to vouch for all of them, since I'm writing this from my parents (I'm not going to say crappy, since it is pretty nice) computer and I don't have my link collections within 200km to do a fact check.