Writing Modular Characters for System-Driven Games
概要
TLDRDette foredraget tar for seg skriving av modulære karakterer i systemdrevne spill, med fokus på prosedyren for å skape unike og interessante karakterer gjennom systemer. Taleren nevner at for å unngå repetisjon, bør karaktertrekk være ortogonale, noe som betyr at de skal være uavhengige av hverandre. Høyere orden betydning blir diskutert som et middel for å skape dybde og sammenheng i karaktergenerering. Taleren fremhever viktigheten av å presentere informasjon på en måte som gjør at spilleren umiddelbart kan forstå karakterens unike aspekter. Gjennom iterasjon med medskribenter og systemer, kan målet om en mer meningsfull spillopplevelse oppnås, noe som gir rom for unike karakterer som skaper dype og relaterbare opplevelser.
収穫
- 🛠️ Modularitet er viktig i karakterdesign.
- 🎨 Orthogonale trekk forhindrer repetisjon.
- 📈 Iterasjon med co-forfattere forbedrer kvaliteten.
- 🌌 Høyere orden betydning gir dybde.
- 📚 Samarbeid mellom systemdesignere og forfattere er essensielt.
- 🤔 Perseptuell unikhet er målet for karaktergenerering.
- ⚠️ Unngå ulogiske korrelasjoner mellom karaktertrekk.
- 🧩 Forskjellige karaktertrekk kan kombineres for variasjon.
- 👥 Spilleren bør ha umiddelbar tilgang til viktig karakterinformasjon.
- ✨ Unike karakterhistorier kan skape meningsfulle opplevelser.
タイムライン
- 00:00:00 - 00:05:00
I am starting a talk on writing modular characters for system-driven games, explaining my background with Kitfox Games and mentioning previous works like Moon Hunters and the upcoming Boyfriend Dungeon. My goal is to share insights on both procedural and authored characters, providing context for the discussion.
- 00:05:00 - 00:10:00
The main goal in developing system-driven games is to create emergent gameplay that offers unique experiences. Many writers feel frustrated as the process can lead to repetitive results akin to generating mere oatmeal. Thus, the focus should be on achieving perceptual uniqueness rather than mathematical uniqueness.
- 00:10:00 - 00:15:00
The importance of focusing on characters in procedural design is underscored, highlighting a common fantasy and nightmare for developers. I will explore how diverse information can combine in meaningful ways. I will introduce four key concepts for effective character generation in games, starting with the idea of orthogonality in traits.
- 00:15:00 - 00:20:00
The concept of orthogonality is explained as traits that can combine without correlation, allowing for unique character traits that can lead to interesting transformations. Creating distinctly separate traits is crucial to avoid predictable character patterns.
- 00:20:00 - 00:25:00
We should strive to provide higher-order meaning through themes and overarching systems in characters. By defining themes and higher-order connections, we can develop richer characters that convey more to the player, enhancing the game experience.
- 00:25:00 - 00:31:09
The talk focuses on surfacing character information effectively to avoid overwhelming players with details. Through examples, I emphasize the need to refine how subjective traits and mechanical attributes are presented, allowing for a better understanding of character depth and uniqueness.
マインドマップ
ビデオQ&A
Hva handler brevet om?
Det omhandler skriving av modulære karakterer i systemdrevne spill.
Hvilke spill har taleren laget?
Moon Hunters, The Shrouded Isle og Boyfriend Dungeon.
Hvilket problem adresseres med karaktergenerering?
Problemet med forutsigbarhet og repetisjon i genererte karakterer.
Hvem har inspirasjon brukt i presentasjonen?
Emily Short og Jason Greenblatt.
Hva er ortogonale karaktertrekk?
Karaktertrekk som er uavhengige og kan kombineres uten å påvirke hverandre.
Hvordan skal betydning skapes i spilldesign?
Gjennom systemer som gir mulighet for høyere orden betydning.
Hvorfor er iterasjon viktig?
For å optimalisere og forbedre samspillet mellom skribenter og systemer.
Hva handler høyere orden betydning om?
Å skape sammenhenger mellom tilsynelatende urelaterte systemer.
Hva er en av utfordringene med karakterpresentasjon?
Å gi spilleren nødvendig informasjon på en meningsfylt måte.
Hva er et eksempel på et spill som utforsker meningsfylt karakterrepresentasjon?
Caves of Qud.
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- 00:00:03go ahead and get started just warning
- 00:00:06you there probably will not be time left
- 00:00:09over for questions so if you have them I
- 00:00:12mean feel free to keep them in case I
- 00:00:13end a little bit early I do tend to talk
- 00:00:15very quickly when I'm nervous
- 00:00:17but in the worst case scenario keep your
- 00:00:20questions and you can email me or tweet
- 00:00:22at me with your questions and I'd be
- 00:00:25happy to discuss them with you let's go
- 00:00:27ahead and get started on writing modular
- 00:00:29characters for system driven games you
- 00:00:33might know me as the captain of Kitfox
- 00:00:35games which I started 5 years ago our
- 00:00:37biggest releases we're moon hunters a
- 00:00:39couple of years ago last year we
- 00:00:41released the shrouded Isle both of those
- 00:00:43featured what we would call lightly at
- 00:00:45least procedural characters and we are
- 00:00:49soon releasing boyfriend dungeon very
- 00:00:54exciting not system driven characters by
- 00:00:58the way extremely hand authored so
- 00:01:00please don't interpret this talk as
- 00:01:02saying you must create system during
- 00:01:04characters or all games should have
- 00:01:06system different characters that's
- 00:01:06ridiculous because boyfriends sometimes
- 00:01:09need authoring but last year I also
- 00:01:14helped Tarn Adams of Dwarf Fortress
- 00:01:15co-edit procedural generation in game
- 00:01:18design and if that's a text book that
- 00:01:20sounds interesting to you please know I
- 00:01:22didn't write any of it but I did co-edit
- 00:01:24lovely 25 different authors on lots of
- 00:01:26different subjects I am extremely proud
- 00:01:29of it and I actually have a discount
- 00:01:31voucher for 20% off up here on the stage
- 00:01:34so if that's interesting you should grab
- 00:01:36it just in case and next year we're
- 00:01:39actually going to be working together
- 00:01:40again this time writing chapters both of
- 00:01:43us and also editing other people's
- 00:01:45procedural storytelling in game design
- 00:01:47so I've been thinking a lot about the
- 00:01:50kinds of things that make interesting
- 00:01:51generators the kinds of things that make
- 00:01:53terrible generators I've made some of
- 00:01:55some things that are terrible and some
- 00:01:57that aren't and for this particular talk
- 00:02:00I wanted to say a huge thank you to
- 00:02:02Emily Short and Jason Greenblatt
- 00:02:04whose work I am building on extremely
- 00:02:07transparently in this talk so you're
- 00:02:09going to hear their names a lot and if
- 00:02:11you're interested in this topic you
- 00:02:12absolutely
- 00:02:13must follow both of their work ideally
- 00:02:15on Twitter but if not I guess in real
- 00:02:18life ish but let's get started so I'm
- 00:02:21going to assume that the goal of
- 00:02:23creating a system driven game is to
- 00:02:25create something emergent and uniquely
- 00:02:27interesting something that's more than
- 00:02:29the sum of its parts if all you really
- 00:02:31wanted was a and then B and then C
- 00:02:33obviously you would author it yourself
- 00:02:34but writers are often frustrated by
- 00:02:36systems based writing because it we want
- 00:02:39to write towards an experience and
- 00:02:41instead it often feels like we're asked
- 00:02:42to create a pile of unrelated words
- 00:02:45phrases and scenes and after a while of
- 00:02:48creating these word piles it's easy to
- 00:02:50feel like our efforts are actually less
- 00:02:51than the sum of our parts and it's
- 00:02:54especially easy to combine these and
- 00:02:55feet make it feel predictable or
- 00:02:57repetitive which Kate Compton has coined
- 00:02:59the oatmeal problem in her blog post so
- 00:03:02you want to make a generator quote I can
- 00:03:05generate 10,000 bowls of oatmeal
- 00:03:07each oat in a different position and
- 00:03:10orientation and mathematically speaking
- 00:03:11they will be completely unique but the
- 00:03:14user will just see a lot of oatmeal so
- 00:03:17she points out that what we're really
- 00:03:19looking for is perceptual uniqueness not
- 00:03:21true uniqueness just perceptual and
- 00:03:24throughout this talk I'm going to refer
- 00:03:26to that as meaning which is kind of a
- 00:03:28fluffy hippie word but if you're a more
- 00:03:30math or even side it makes you feel
- 00:03:32better feel free to think of it as
- 00:03:33perceptual uniqueness because that that
- 00:03:36is kind of what I mean I'm just a little
- 00:03:37bit lazy and colloquial I guess and at
- 00:03:40this point you might be wondering why
- 00:03:42even talk about characters at all why
- 00:03:44not places or objects or worlds there is
- 00:03:48a whole universe of stuff out there to
- 00:03:49generate a civilization for example can
- 00:03:51be every bit as complex as a person but
- 00:03:54after contributing to a civilization
- 00:03:56Twitter bot GP lackeys unknown people's
- 00:03:58is a delight I realize the same
- 00:04:00principles can be applied fundamentally
- 00:04:02across types of generators whether
- 00:04:04you're generating civilizations or
- 00:04:06furniture or people so if you're curious
- 00:04:09about text generation in particular I do
- 00:04:11recommend checking out tracery or cheap
- 00:04:13BOTS done quick which is what made this
- 00:04:16lovely Twitter bot but for this talk I
- 00:04:18will generally be assuming that you're
- 00:04:20generating actual characters full
- 00:04:22characters as game objects not just text
- 00:04:25generation
- 00:04:26so that if any time I refer to
- 00:04:28generating text I'm probably using it as
- 00:04:30a symbol for a greater data space that
- 00:04:33make sense but I'm focusing on
- 00:04:35characters in this talk because they are
- 00:04:36a common fantasy for procedural
- 00:04:38designers and a common nightmare for
- 00:04:40writers and they're a fantasy /
- 00:04:42nightmare for the exact same reasons
- 00:04:44which is that humans are excellent
- 00:04:46pattern finders and patterns and
- 00:04:48generated people feel more artificial
- 00:04:50and alienating than patterns that we see
- 00:04:52in generated places or objects there is
- 00:04:54no such thing as an uncanny valley for
- 00:04:57furniture right so if we can generate
- 00:05:00people we can generate anything so
- 00:05:03ideally we want characters diverse
- 00:05:05information bits to funnel down into a
- 00:05:07singular perfect moment of understanding
- 00:05:10and so we need to change the way that we
- 00:05:12write and the way that our writing is
- 00:05:13used so that a bunch of words can become
- 00:05:16meaningful memorable moments for our
- 00:05:18players so I'm gonna break this down
- 00:05:21into four things
- 00:05:22overall the the base fundamentals are
- 00:05:25building orthogonal E and then we're
- 00:05:27gonna talk a little bit about creating
- 00:05:28higher-order meaning and then we're
- 00:05:31going to talk about surfacing that
- 00:05:32meaning to the player and then why
- 00:05:34iteration with your co-authors is
- 00:05:36actually extra important in this
- 00:05:37particular field so orthogonal T I'm
- 00:05:40going to use a lot I didn't have a lazy
- 00:05:42colloquialism for this one
- 00:05:44and I'm gonna use it because well to
- 00:05:47clarify what I mean by system driven I
- 00:05:49don't mean linear and I also don't mean
- 00:05:50branching that's kind of barely a system
- 00:05:52what I'm talking about is system driven
- 00:05:54games that provide a possibility space
- 00:05:56for the player to explore so rather than
- 00:05:58talking telling a particular story or a
- 00:06:00particular set of stories we're instead
- 00:06:02only saying these are the kinds of
- 00:06:04things the kinds of stories that might
- 00:06:07be told in my game and those boundaries
- 00:06:10are here marked on this helpful diagram
- 00:06:12as X 1 X 2 and X 3 and that was coined
- 00:06:15as a story volume at Project Horseshoe a
- 00:06:17couple years ago and in Jason Grimm lots
- 00:06:19words a story volume quote encloses a
- 00:06:22family of emergent stories created by a
- 00:06:25set of carefully curated system
- 00:06:26parameters and these parameters are
- 00:06:28often fluffy things like themes and your
- 00:06:31setting and and so on maybe your story
- 00:06:33volume includes societal collapse or
- 00:06:36love ballads or
- 00:06:37moon festivals it's kind of up to you
- 00:06:39what your story volume is about but you
- 00:06:41are defining what is allowed and what
- 00:06:42isn't rather than what should be and the
- 00:06:47key for me though was to wrap my head
- 00:06:49around the orthogonality that in order
- 00:06:50for this beautiful space to exist x1
- 00:06:54must be a completely different axis than
- 00:06:56x2 or x3 a value on x1 needs to be
- 00:06:59easily separated from a value on x2 so
- 00:07:02that they can be combined to create
- 00:07:03meaningfully different results we're
- 00:07:06used to thinking of this physically
- 00:07:08we're used to seeing different character
- 00:07:10traits physically such as height or
- 00:07:12weight be combined freely to use an
- 00:07:14example from Emily shorts chapter 21 in
- 00:07:17my book height and weight can be
- 00:07:20considered orthogonal and usually are
- 00:07:21you can combine them freely you could
- 00:07:23have tall and thin or tall and wide
- 00:07:25whatever and you know usually we don't
- 00:07:28get the impulse to correlate these with
- 00:07:29each other we don't suddenly think Oh
- 00:07:31hair length should probably predict a
- 00:07:33skin color but we do tend to do that
- 00:07:36with personalities and it becomes very
- 00:07:38fuzzy very quickly so this might seem
- 00:07:40upfront like an example of for
- 00:07:43orthogonal personality traits combining
- 00:07:45these let's say you could have you know
- 00:07:47low or high of any of these four traits
- 00:07:49oh wow I can create 60 different
- 00:07:51personality types incredible
- 00:07:53unfortunately as Emily short points out
- 00:07:55this difference might not be observable
- 00:07:57or meaningful to the player these trap
- 00:08:00these traits flirtiness and extraversion
- 00:08:02in particular do overlap in the kinds of
- 00:08:04behaviors they can create because both
- 00:08:07traits govern whether or not a character
- 00:08:08might want to talk to you and if so for
- 00:08:10how often how intimately so players
- 00:08:13won't always see the difference between
- 00:08:15a very flirty character versus a very
- 00:08:17extroverted characters there's also a
- 00:08:18problem in real life but that's a
- 00:08:20different question
- 00:08:21so she recommends for example thinking
- 00:08:23of what if romantic interest replaced
- 00:08:25flirtiness and that's interesting
- 00:08:27because it is observed under different
- 00:08:29circumstances a shy person can still
- 00:08:31express high or low romantic interest in
- 00:08:33the player and a highly extroverted can
- 00:08:35express both of these feelings and so
- 00:08:38they are much more modular and after
- 00:08:42you've picked your orthogonal trait this
- 00:08:43is where it starts getting very tempting
- 00:08:45to correlate them especially in a
- 00:08:46straightforward logical seeming way and
- 00:08:49you should resist this
- 00:08:50tation I mean you might be tempted to
- 00:08:52make someone imaginative but much more
- 00:08:54likely to fall in love with the player
- 00:08:56because that makes sense right or maybe
- 00:08:58it's more interesting or it's more
- 00:09:00realistic or you're afraid of your
- 00:09:02characters being too random but it's bad
- 00:09:04and you should think about orthogonality
- 00:09:06very deeply because even if you're
- 00:09:09talking about orcs you want orthogonal
- 00:09:12traits not only for story volume reasons
- 00:09:14but also it allows for the possibility
- 00:09:16of interesting transformations part of
- 00:09:19the success of the Nemesis system is
- 00:09:21that depending on the input different
- 00:09:23traits can be applied and combined
- 00:09:25Atwell son here could be burned or
- 00:09:28scarred or strengthened in any number of
- 00:09:30system driven ways depending on what
- 00:09:31happens he could change completely
- 00:09:32depending on the player in a roll of the
- 00:09:34dice
- 00:09:35if archers or marksman here we're more
- 00:09:38likely to get I don't know a hand injury
- 00:09:40I mean it would make more sense but it
- 00:09:43would also be much less interesting and
- 00:09:45rich for the player to explore our Fagin
- 00:09:48all traits also allow you to hide some
- 00:09:49of those traits and reveal them over
- 00:09:51time letting the player get to know the
- 00:09:54character in an interesting way if being
- 00:09:57an acetic like Zana they're number four
- 00:09:59if being an acetic implied something
- 00:10:02about what kind of Vice she had it
- 00:10:03wouldn't be interesting to learn what it
- 00:10:05actually was because you'd have a
- 00:10:06feeling of what it was already getting
- 00:10:08to know her would feel less like meeting
- 00:10:10someone and more like just filling out
- 00:10:12the rest of the cookie cutter in moon
- 00:10:15hunters we made the player myth a bit
- 00:10:17orthogonal such that different
- 00:10:18components such as events that you
- 00:10:20encountered or cause of death or your
- 00:10:22constellation could be combined at will
- 00:10:24which did reduce redundancy but the
- 00:10:27individual pieces remained maybe maybe
- 00:10:30two orthogonal I would say I mean system
- 00:10:32designers and writers should absolutely
- 00:10:34work together to keep your story volume
- 00:10:35free of arbitrary or logical limitations
- 00:10:39lateral meaningful connections between
- 00:10:42systems can make your story volume
- 00:10:44absolutely richer which we'll talk about
- 00:10:46in just a moment but direct constraints
- 00:10:48within a single system such as your
- 00:10:50character traits usually make your story
- 00:10:52volume poorer so let's think with our
- 00:10:56writer brain so how many people here
- 00:10:58identify primarily as writers writers Oh
- 00:11:01interesting
- 00:11:02interesting how many
- 00:11:03identify primarily as system designers
- 00:11:06and what about narrative designers okay
- 00:11:11okay interesting interesting well I
- 00:11:12think it is important for system
- 00:11:14designers to put on their writer brains
- 00:11:15also but let's let's all do that and
- 00:11:18think beyond piles of words and
- 00:11:20descriptors to figure out what our
- 00:11:22meaning actually is
- 00:11:24I mean without a writer a person is a
- 00:11:26meaningful meaningless jumble of
- 00:11:27descriptors and making them feel
- 00:11:30powerful and coherent is more than just
- 00:11:32pruning their vocabulary if you do
- 00:11:35carefully make a pool of possible words
- 00:11:38you do get occasionally interesting
- 00:11:39outputs if you only generate words and
- 00:11:42actions related to spaceships and aliens
- 00:11:43it will feel sci-fi and it will
- 00:11:47occasionally be kind of sensible and
- 00:11:49interesting but it'll also start feeling
- 00:11:51like oatmeal eventually no matter how
- 00:11:53well you tune it because there will be
- 00:11:55occasional blips of meaning and the rest
- 00:11:57won't really fit together they'll just
- 00:11:59be bit and it's because you use the same
- 00:12:02structure for all of them you've only
- 00:12:04generated the bottom most layer of
- 00:12:06meaning the the corpus of information so
- 00:12:09even if you have an enormous variety of
- 00:12:10options in that bottom layer players
- 00:12:12will still be able to sense deeply that
- 00:12:14they're all just buckets filled with
- 00:12:16different flavors of water artists and
- 00:12:20writers often create coherence in our
- 00:12:22creations kind of subconsciously we
- 00:12:24attach meaning and texture to the things
- 00:12:26we create and in this slide you can kind
- 00:12:28of see one character that feels aloof
- 00:12:30and one that feels a bit rebellious and
- 00:12:32one that might be a bit wistful this was
- 00:12:34conveyed consistently in the design of
- 00:12:36their posture or their costume and body
- 00:12:38and yet they are not cookie cutters so
- 00:12:40you have to help your algorithm do the
- 00:12:42same thing helping make connections
- 00:12:44between seemingly unconnected systems
- 00:12:46and content I'm going to talk about how
- 00:12:48to do that in a moment but if you can
- 00:12:50figure out a way to create higher-order
- 00:12:51patterns of meaning even a little bit
- 00:12:54you'll have more satisfying results
- 00:12:55because you're varying the shape of the
- 00:12:57bucket not just the water inside so what
- 00:13:00are the themes of your world what is
- 00:13:02your story volume reveal about humanity
- 00:13:05in the universe is it a utopian world of
- 00:13:08curiosity and hope is it a pulp
- 00:13:10adventure of good battling and
- 00:13:12overcoming evil is it a female power
- 00:13:14struggle in isolation
- 00:13:15whatever your themes
- 00:13:17are these archetypes can become the
- 00:13:19highest layer of your systems shaping
- 00:13:21your bucket that your systems fill in
- 00:13:22with content so when you start thinking
- 00:13:25about what your highest level of meaning
- 00:13:28are this should be reflected in the very
- 00:13:30essence of your systems ideally not only
- 00:13:32in characters but also in places and
- 00:13:34objects and so on one of the best
- 00:13:37examples of this so far are Emily shorts
- 00:13:39and Niles of the perixx which is a
- 00:13:42generated novel it's a guide to
- 00:13:45fictional places in an England ish
- 00:13:47setting she defined these five suits in
- 00:13:53her corpus salt beeswax venom mushroom
- 00:13:57and egg yes she's wonderful and what she
- 00:14:02did was she went through her corpus of
- 00:14:04information and tagged them all
- 00:14:05according to which suits suit or suits
- 00:14:08they could identify with so for example
- 00:14:11something that was tagged venom it could
- 00:14:13be something colorful or something
- 00:14:15deceitful something serpentine something
- 00:14:17ornate brightly colored yeah beautiful
- 00:14:20and these are things that normally a
- 00:14:22machine wouldn't think to associate
- 00:14:24normally it would just think to
- 00:14:25associate bright colored things with I
- 00:14:28don't know like even if you had a
- 00:14:29machine-learning thing going on it would
- 00:14:31say oh it's childlike or something but
- 00:14:34in the meaning of her universe venom
- 00:14:36became this underlying current where you
- 00:14:38get kind of sense Oh a venom place feels
- 00:14:42different from an egg place so if this
- 00:14:45is at all interesting to you I do highly
- 00:14:47recommend her talk going much more
- 00:14:48deeply into this for proc GIM 2016
- 00:14:50entitled 5 strategies for collaborating
- 00:14:53with a machine but there's lots of
- 00:14:56different classification systems close
- 00:14:58at hand you can probably think of suits
- 00:14:59off the top of your head really quickly
- 00:15:00if you don't to create your own I mean
- 00:15:02Tarot offer something I mean cards I
- 00:15:04mean at the very basic level you can
- 00:15:06think of elements even since what I'm
- 00:15:08gonna use my for my example now since
- 00:15:09we're all probably familiar with it card
- 00:15:11suits are so familiar what is a
- 00:15:13character or even a storyline a plot arc
- 00:15:15that feels more water like or feels more
- 00:15:18fire like even these very basic concepts
- 00:15:21that are familiar to us draw connections
- 00:15:22between things that seem on the surface
- 00:15:24unconnected such as excitability and the
- 00:15:28color
- 00:15:28read it's a very basic thing in us but
- 00:15:30it is not a basic thing for a machine so
- 00:15:34it's also important to remember
- 00:15:35orthogonal T it's tempting to script
- 00:15:38let's pretend we're we're procedurally
- 00:15:40generate effects I'm not working for
- 00:15:43Bioware I have nothing to announce for
- 00:15:44you unfortunately but I think it's a
- 00:15:48good example of something it might be
- 00:15:49tempting if we were to make that game to
- 00:15:51script certain races or factions or
- 00:15:53massive locations to be purely of one
- 00:15:55theme or another but that undermines the
- 00:15:57ability of the population to be varied
- 00:15:59and write early instead think of a
- 00:16:01character's archetype or bucket shape as
- 00:16:03just another axis of modularity allow it
- 00:16:06to combine with your characters other
- 00:16:08aspects and I recognize to some extent
- 00:16:10that orthogonal 'ti and higher-order
- 00:16:12meaning are somewhat at odds with each
- 00:16:14other it is a fine line to walk like
- 00:16:16everything else in art and writing but
- 00:16:18for example if the asari were allowed to
- 00:16:21have water type and fire type and air
- 00:16:23type individuals it would make that race
- 00:16:26feel more believable and feel more
- 00:16:28meaningful your to your players I would
- 00:16:30hope that every race would have this
- 00:16:32flexibility moon hunters did use an
- 00:16:35extremely basic rigid form of this
- 00:16:37higher order meaning concept a somewhat
- 00:16:40by accident and it would have been much
- 00:16:42more effective if we had been able to
- 00:16:43apply the generation of different suits
- 00:16:46to the world and its encounters in a
- 00:16:48more coherent way for sure so now we
- 00:16:51generated maybe too much information
- 00:16:53about a character not only does it have
- 00:16:55all of its word piles but also it's in
- 00:16:57this suit right so there's a whole
- 00:16:59universe of potential background which
- 00:17:00could show the player and we need to
- 00:17:02figure out a coherent way of figuring
- 00:17:04out what to emphasize assuming it can't
- 00:17:07all be given at the same instant we have
- 00:17:09to help the player understand it all as
- 00:17:10quickly and easily as possible
- 00:17:13perceptual uniqueness though can come in
- 00:17:15multiple forms I wanted to take a second
- 00:17:17to highlight caves of kud as having an
- 00:17:19interesting approach to meaning caves a
- 00:17:22cloud blurs the line between mechanical
- 00:17:25meaning and intrinsic writerly meaning
- 00:17:27here you can see Mehmet is an individual
- 00:17:30that I'm talking with here and somewhat
- 00:17:34down the page you'll see disliked by
- 00:17:36urgence for ruining the festival of
- 00:17:38Yarra Oaks
- 00:17:40now that first part disliked by urgence
- 00:17:43has mechanical meaning if the urchins
- 00:17:46are affection and if I'm nice to Mehmet
- 00:17:48if I share water with him for example
- 00:17:49the urchins might not like that because
- 00:17:51he's their enemy it's kind of standard
- 00:17:52faction mechanics however ruining the
- 00:17:55festival of neurotics is more uncertain
- 00:17:59it's possible that the that Jason and
- 00:18:03Brian could patch in something about
- 00:18:05festivals of gods that is relevant here
- 00:18:08that can be ruined somehow or it's
- 00:18:10possible that is a random text generated
- 00:18:12and festival is just a cool word and he
- 00:18:15ruining is also kind of cool so that's
- 00:18:17what he claims happened and it never
- 00:18:19actually happened and there is no way to
- 00:18:21ever ruin a festival it doesn't matter
- 00:18:22for the player they have the mechanical
- 00:18:24meaning and they also have this this
- 00:18:26broadening of their horizon through
- 00:18:27fluffy writerly meaning and either way
- 00:18:30this character is perceptually unique so
- 00:18:33regardless of what kind of meaning
- 00:18:35you're going for you have to surface it
- 00:18:37to the player because the faster a
- 00:18:38player can internalize multiple
- 00:18:40important aspects of the character or at
- 00:18:42least be clued into what those might be
- 00:18:43the faster a player can also synthesize
- 00:18:45those into a single unique identity and
- 00:18:47remember them as a person rather than a
- 00:18:49file entry but each character of course
- 00:18:52gonna have so much data points that they
- 00:18:53could be conveying at once that choosing
- 00:18:55between them can be difficult and create
- 00:18:56waste a common way to write lines for a
- 00:18:59dynamic character in a system driven
- 00:19:00game is to try and apply all the
- 00:19:02variables into one channel of expression
- 00:19:04such as the way they greet you you might
- 00:19:06have the the character check all kinds
- 00:19:08of variables about themselves and then
- 00:19:10choose what to say to the player this is
- 00:19:12very common and not recommended it's
- 00:19:15intuitive and potentially meaningful or
- 00:19:17you could end up writing a thousand of
- 00:19:19these the player sees one and it
- 00:19:21happened to be the same one as the last
- 00:19:23NPC that talked to them right so
- 00:19:26stacking too much this is what I learned
- 00:19:28from this is the stacking too much
- 00:19:29information and and systems into one
- 00:19:32channel of the character's expression is
- 00:19:35setting up for redundancy it's even
- 00:19:38worse actually when you're reacting to
- 00:19:40something about the players context
- 00:19:42which is also tempting because the
- 00:19:44player is the number one constant that
- 00:19:46all NPCs have in common
- 00:19:50so another approach might be that we
- 00:19:52look at our set of system parameters you
- 00:19:54know we write a bunch of things and we
- 00:19:56shuffle them together and we think well
- 00:19:58maybe we should surface the ones that
- 00:20:00are best written
- 00:20:01let's service the interesting ones let's
- 00:20:03make those more common the problem there
- 00:20:05is that of course I mean yes things are
- 00:20:08generally interesting looking at first
- 00:20:09but D and E now just feel more
- 00:20:12repetitive and more common and instead a
- 00:20:14B C and F which were your less
- 00:20:16interesting lines are more rare and more
- 00:20:19remarkable for the player which is a
- 00:20:21little bit of a shame so one possible
- 00:20:24solution is to have your character
- 00:20:25express themselves in as many ways as
- 00:20:27possible orthogonal e broadcasting their
- 00:20:29information simultaneously the
- 00:20:31Civilization series does a little bit of
- 00:20:33this and that the leader characters
- 00:20:35simultaneously convey something through
- 00:20:37their posture about how they feel about
- 00:20:38you and then what they actually say
- 00:20:41reflects the most important current
- 00:20:42issues now of course beyond that they do
- 00:20:45kind of just throw all the information
- 00:20:46up there and you could theoretically see
- 00:20:48each of these fields as a different
- 00:20:50channel at least you don't have to ask
- 00:20:52cleopatra ten different questions I
- 00:20:53guess but it is a lot to take in at once
- 00:20:56the middle-earth series does more
- 00:20:58carefully separate out the procedural
- 00:21:00information here like it's not like Zog
- 00:21:02is trying to express his class his race
- 00:21:04his level and his history with you all
- 00:21:08in one line you can get kind of what you
- 00:21:09need from the UI and then the writer
- 00:21:11elite bit from what he says but the
- 00:21:14problem is there's so much information
- 00:21:16and so much of it is abstract or needs
- 00:21:18to be observed over time that the gold
- 00:21:20standard has become to just throw it all
- 00:21:21on the screen at once and you can't
- 00:21:24physically show the player everything I
- 00:21:26know that you think it happens in Dwarf
- 00:21:27Fortress but it doesn't Tarn and Zac
- 00:21:30actually put in a ton of effort to
- 00:21:31figure out what information to actually
- 00:21:33include and highlight for example you'll
- 00:21:35notice in Dwarf Fortress
- 00:21:37it doesn't actually try to simulate
- 00:21:39dialogue between characters because it
- 00:21:41would seem too repetitive
- 00:21:42so instead even Dwarf Fortress has to
- 00:21:45think about what is the meaning of this
- 00:21:47conversation what are they trying to say
- 00:21:49and why so here is a strategy for
- 00:21:52deciding what is appropriate to
- 00:21:53highlight about your characters ok
- 00:21:57actually I have one more false start
- 00:21:58here don't take a naturalist approach
- 00:22:00quite either because if you try to mimic
- 00:22:02the real
- 00:22:02world we often see someone's physical
- 00:22:05attributes first let's pretend this guy
- 00:22:07Choi Youngjae is a generated character
- 00:22:10we can see his physical attributes
- 00:22:12maybe he introduces himself we see his
- 00:22:13name and then you know we get to know
- 00:22:15him and over the years of getting to
- 00:22:17know him we find out his childhood in
- 00:22:19secrets um the problem is that in those
- 00:22:21first minutes he's just a name in a face
- 00:22:24and who here is terrible at remembering
- 00:22:26names yes so it's like basically you
- 00:22:30have no information about this character
- 00:22:31it's just a model but so you might as
- 00:22:34well not have generated anything else
- 00:22:36right so thinking again about perceptual
- 00:22:38uniqueness we shouldn't hide any of that
- 00:22:41perceptual uniqueness that we might have
- 00:22:43access to one of the best solutions I've
- 00:22:45seen to this is actually to have a human
- 00:22:46purse it for you
- 00:22:48bad news is a wonderful piece of
- 00:22:50procedural performance art Ben Samuel is
- 00:22:53a co-creator there on the right it's his
- 00:22:56job to pick out from a procedural
- 00:22:59character sheet which parts of his
- 00:23:02character are interesting to act in
- 00:23:03dialogue with players in real time and
- 00:23:07he's amazing at it it's incredible but I
- 00:23:09assume you don't have the budget to send
- 00:23:11an actor home with your characters to
- 00:23:13interpret their data put your players so
- 00:23:16ok we have a crowd of characters what
- 00:23:18does the player need to know there is a
- 00:23:20pattern that I've seen across a few
- 00:23:22different games and that we've we've
- 00:23:23started to employ the first most
- 00:23:26important thing is if this character has
- 00:23:28been encountered before
- 00:23:29within the first second of seeing them
- 00:23:31they should know what has changed
- 00:23:33because if the K if the player has
- 00:23:35already created a mental bookmark for
- 00:23:37this character this is Tom or Choi or
- 00:23:39whatever young guy then I should know
- 00:23:43what has changed now he's social media
- 00:23:45famous wow that's interesting he has
- 00:23:48changed over time like people do the
- 00:23:51second most important thing is to
- 00:23:53remember what hit get a reminder of what
- 00:23:55their unique trait is um maybe this guy
- 00:23:58is a bodyguard he has really high
- 00:24:00discipline and maybe nobody else has
- 00:24:02those in at least the nearby vicinity so
- 00:24:05in this area of the game these are the
- 00:24:07things we need to know he's a bodyguard
- 00:24:09with hide
- 00:24:10flin and also now he's social media
- 00:24:12famous but we still don't remember his
- 00:24:14name that's fine we don't need his name
- 00:24:16most of our bookmarks of other people
- 00:24:18don't actually have names attached
- 00:24:20that's why we forget them well you
- 00:24:21remember ism what is important and
- 00:24:23meaningful and perceptually unique about
- 00:24:25them you know if the players sticks
- 00:24:27around to actually observe what's going
- 00:24:28on maybe now we see his name and we're
- 00:24:31reminded and we get to see his current
- 00:24:33status we spend a little bit of time
- 00:24:35with him to see you know what's going on
- 00:24:36this is information that might change at
- 00:24:39any moment so I mean the player just
- 00:24:41kind of naturally will assume that it's
- 00:24:42not worth paying too much attention to
- 00:24:44but it might be relevant depending on
- 00:24:45your gameplay situation and finally if
- 00:24:48the player opts in then they can
- 00:24:50interact with the character for more
- 00:24:51detail which are the finer details that
- 00:24:53make him feel like a real character that
- 00:24:55the player can choose interact with or
- 00:24:57not now this does handily indicate the
- 00:25:00amount of words we can generally afford
- 00:25:01to spend per message going from fewest
- 00:25:04on the left to most on the right hmm
- 00:25:06it also lets us prioritize where to
- 00:25:08spend most of our time writing a variety
- 00:25:09since obviously the information on the
- 00:25:11left side will be seen more frequently
- 00:25:13it doesn't make sense to budget extra
- 00:25:15variety there for example if you were to
- 00:25:18write a bunch of greetings for a
- 00:25:20character maybe make it mostly about the
- 00:25:21changes and notifications maybe that's
- 00:25:23what greetings should be about so now
- 00:25:27you have an idea of what meaning to give
- 00:25:29to your player as quickly as possible
- 00:25:31and I know iteration is probably an
- 00:25:34overused word in our industry it can
- 00:25:37make a lot of us shudder but I think
- 00:25:39it's worth calling out here specifically
- 00:25:40because we're not used to iterate insist
- 00:25:43UM's in the same way that we iterate our
- 00:25:44content we usually think that writing
- 00:25:47procedural content goes like this you
- 00:25:49dream of an infinite possibilities you
- 00:25:52sit down and you think of some actual
- 00:25:55possible outcomes for your system you
- 00:25:57tell the computer what to do with it and
- 00:25:58then yeah we have something beautiful
- 00:25:59and unique unfortunately programmers
- 00:26:03generally will want to call this moment
- 00:26:05alpha it is not because you really do
- 00:26:09have to do a few more iterations with I
- 00:26:11would call both of these your co-authors
- 00:26:14your corpus of data and the systems that
- 00:26:17combine them you're both working with
- 00:26:19them and they both have their own
- 00:26:20flavors and textures they're going to
- 00:26:21give you so now that we know it's not
- 00:26:23alpha
- 00:26:23you really should take a moment to
- 00:26:25examine your co-authors and iterate as
- 00:26:26much as possible because it's not just
- 00:26:28your algorithm that adds flavor it's
- 00:26:30also what information you're putting in
- 00:26:32and this might mean your co members of
- 00:26:34your of your writing team or it might
- 00:26:35mean external public domain co-authors
- 00:26:38Emily Short recommends the characters of
- 00:26:41Theophrastus an ancient Greek
- 00:26:43philosopher who specialized in writing
- 00:26:45about personality types and example
- 00:26:47activities that different personalities
- 00:26:49do and feeding that in as a co-author
- 00:26:51will obviously have different effects
- 00:26:53than feeding in medieval descriptions of
- 00:26:55popes look there's a new character being
- 00:26:57generated right now so you can try
- 00:27:00different co-authors as part of the
- 00:27:01iteration process and see how it adds
- 00:27:03unexpected flavor and texture to your
- 00:27:05worlds and you'll go around this loop a
- 00:27:09few times but you'll find better results
- 00:27:11the more that you are able to measure
- 00:27:12them not just as a writer for what jumps
- 00:27:15out at you as well written and what
- 00:27:17seems poorly constructed but also at a
- 00:27:20very basic level what does common
- 00:27:21actually mean what does too surprising
- 00:27:25mean in your system is it too weird not
- 00:27:27weird enough if you actually went
- 00:27:29through and helped your system identify
- 00:27:31words that were supposed to be more
- 00:27:33common and words that we're supposed to
- 00:27:34be more rare or strange then it's pretty
- 00:27:38easy to also have analytics that tell
- 00:27:39you how often surprising outcomes happen
- 00:27:43and whether that's what you actually
- 00:27:44want finally across all procedural
- 00:27:48authors I've talked to that have created
- 00:27:49anything interesting they all talked
- 00:27:51about the importance of creating room
- 00:27:53for exceptions and handwritten
- 00:27:55flourishes that break all of your rules
- 00:27:57you should absolutely allow occasional
- 00:28:00authored surprising lines which totally
- 00:28:03buck all of the rules for example if
- 00:28:06your system always generates a
- 00:28:08character's childhood in detail maybe it
- 00:28:10usually generates traumas and parents
- 00:28:12and siblings and hometowns
- 00:28:15you should allow occasional flourishes
- 00:28:16like they have no memory of their
- 00:28:18childhood or something equally
- 00:28:20unexpected and that does take up some
- 00:28:23time in your planning so plan
- 00:28:25accordingly but it is an important part
- 00:28:27of every successful generator that I've
- 00:28:28seen so hopefully your Universe of
- 00:28:31characters now feels less like a bowl of
- 00:28:33oatmeal and more like a field of stars
- 00:28:35the more interesting ones are
- 00:28:36surfaced and made to shine brighter to
- 00:28:38the character and we can draw meaning
- 00:28:40between them for the player as much as
- 00:28:43possible and finally as we iterate we'll
- 00:28:46build with the player an understanding
- 00:28:47of our world and its rules that exposes
- 00:28:51the underlying meaning we want to tell
- 00:28:52with our story volumes that they can
- 00:28:54explore with their own agency which
- 00:28:56provides an experience that no strictly
- 00:28:57authored or branching narrative ever
- 00:28:59could thank you
- 00:29:12it looks like we have time for one
- 00:29:14exactly one question so who has the
- 00:29:18fastest speed in the room you are
- 00:29:21perceptually unique if you make it to
- 00:29:23the microphone no no we're good all
- 00:29:27right
- 00:29:28yeah we have a question not a comment
- 00:29:31that's what I heard yeah it's not a
- 00:29:32comment it's really simple and I'm a
- 00:29:34little bit confused so you were talking
- 00:29:36about building orthogonality in your
- 00:29:38traits and you then comment on commented
- 00:29:41on how correlations between traits is
- 00:29:45not a good thing and I'm a little bit
- 00:29:46confused on why so for example if you
- 00:29:48look at your example of shadow of mordor
- 00:29:51the more melee based orcs tend to have a
- 00:29:56slightly larger scale than the range
- 00:29:58based orcs and that kind of made sense
- 00:30:00and felt good with the gameplay and it
- 00:30:03seems a little bit odd to say that Co
- 00:30:06relations such as that would not
- 00:30:07necessarily be good and ran generation I
- 00:30:10mean it's possible that I'm overreacting
- 00:30:11to the instinct okay of a writer too
- 00:30:15strongly correlate this all over the
- 00:30:18place and so I err on the other side of
- 00:30:20never obviously there should be some in
- 00:30:23there and that's part of what higher
- 00:30:25order meaning is anyway yeah I thought
- 00:30:27that's exactly what higher order meaning
- 00:30:29was the how things are interconnected
- 00:30:31and build a something that's more than
- 00:30:34just a random blandness yeah it and
- 00:30:37iteration will help you sort through
- 00:30:39that it is definitely a blurry weird
- 00:30:41space to be in but I think that the more
- 00:30:43you iterate the more it'll become clear
- 00:30:45oh this is an interesting connection and
- 00:30:47this is a connection that actually
- 00:30:48weakens overall volume but it's it's up
- 00:30:51to you in your game sorry thank you I'm
- 00:30:54just curious all right thank you
- 00:30:56[Applause]
- 00:31:06you
- karaktergenerering
- systemdrevne spill
- modulære karakterer
- orthogonale trekk
- høyere orden betydning
- iterasjon
- spilldesign
- prosedyre
- meningsfylt presentasjon
- spillopplevelse