ODIN Project

I’m going to rummage through my old posts for a moment and dredge up the ODIN Project. Its intent is to make interactive stories that scale well with lots of participants. These two posts explain why a multiplayer story is hard (seriously, exceedingly hard). If we want our actions to have impact on the story, and want all the players to have that same power, then we start to see the need for an “AI Game Master”.

2012-July-17 [Introducing SPIN]

2012-July-28 [Pen on Paper]

You can skim or just skip them if you like. I doubt I’ve mentioned this, but it’s kind of my life’s dream to accomplish a truly multiplayer adaptive story, and so over the next few weeks, I’m going to break it down.

Last week I talked about what makes a good setting, and how MMOs tend to succeed or fail at those criteria. Now we’re going to take that a step further and explore how to actually represent those kinds of settings in a game. How would a campaign GM create a good setting, and can we get a program to mimic that behavior?

As always, the game design and high-level concepts will be posted here on Critical Hit, and the technical/academic nonsense I use to back it up will be posted over at Synthetic Creativity.

Before we begin, what are your thoughts? Do you believe it’s impossible to create a digital author that can learn? Can computers ever think of stories even close to the caliber of a human narrator? Is this simply beyond our horizon? Leave your comments…



Best MMO Settings [Get Critical]

This week, we dive into MMO storytelling by looking at settings. In my brief search of the interwebs, I noticed a few definitions of a ‘good’ literary setting which resurfaced in every discussion. Setting needs to be more than just a backdrop to the plot. Let’s take a look at the literary fiction views about what makes a good setting:

  • Immersion. The presentation is deep enough to truly allow you to envision yourself there.
  • Novelty. Whether simply a different setting than we’ve seen before, or a familiar setting presented in a new way, it ought to tease our minds with original concepts.
  • Personality. A setting should have a consistent mood, feel, and style to it. Some authors describe settings with human characteristics, even treating them like characters themselves.
  • Change. An interesting setting isn’t static, (like a generic forest), but should be in some state of change. Even as subtle as night to day or summer to autumn will do. Better still are contextual changes, influenced by the larger whole of what’s going on in the world. Rich context shows the history of a place, and asks more questions than it answers.

There’s a few more common veins running through the discussions I saw, but these four were by far the most advocated by the literary crowd.

Now let’s take a look at how MMOs are doing with settings:

  • Immersion: MMOs can generally cop-out on this one. There’s a certain level of immersion that you get for free, just for being a game rather than a movie or book. Still, some game environments are more immerive than others, and there’s room for improvement. Generally, I’d say MMOs do just fine in this category.
  • Novelty: Arguable. On one hand, you typically get just about every possible spectrum of biome (both earthly and alien), climate and mood in an MMO. From rolling hills, to secret forests, to unholy caves deep in the earth. However, on the flip side most prolifically copy these ‘novel’ settings from one another, and chances are that any two fantasy MMOs share a good 80% of settings.
  • Personality: While there is typically some thought put into mood design, from my experience, MMOs treat settings as dead backdrops and scenery that don’t lend any kind of ‘personality’. The streamlined nature of questing also distracts from noticing too much of the environment either. I think it’s safe to say that the ‘personality’ of a given area or zone is pretty shallow, but you’re welcome to contend this with examples.
  • Change: Ah, yes… the massive critical fail. Due to the themepark nature, areas will stay unchanged for (typically) the entire lifetime of the game. The sleepy starting forest area is always peaceful. No context is seen of events transpiring in other areas, nor hints that there even are other areas in the world. Unfortunately, I’ve only ever seen MMOs treat areas as separate, isolated sections of the world. Usually there aren’t even seasons, weather, or subtle changes. Sandboxes push the envelope, but even then I doubt that the environment itself changes.

Until next time, what is the most immersive setting you’re ever experienced in an MMO?


[Shameless Plug]: The Great Divide

The winds of change are upon us. I’m splitting this blog in two:

1) Critical Hit will continue to be a discussion on MMO game design
2) Synthetic Creativity will detail the scientific and technical aspects of my personal project: the ODIN engine.

The reason I’m splitting blogs, is because I want you to be able to read only what you want, and not get bogged down in the other. The academics and programmers tend to be interested in things like Synthetic Creativity, but might consider games a waste of time. On the other hand, my awesome gamer crowd might want more thoughts on the MMO genre, but don’t get much of a kick out of dry academic papers.

So here we have it, the Great Divide. Choose carefully and read frequently.