Showing posts with label Self-Improvement. Show all posts
Showing posts with label Self-Improvement. Show all posts

Sunday, May 19, 2024

3 Insights into Procedurally Generated Narrative

As a book, Procedural Storytelling in Game Design has not quite been what I expected. The marketing material declares that “The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories,” and that has not exactly been my experience. 

It’s never smart to believe marketing material, but this reads more like a collection of essays?

That’s fine — the essays are written by smart people! — but it’s not a step-by-step instruction manual. Each essay has its own perspective, and they don’t always fit neatly together for a clean set of best practices.

I still copied down some ideas to swipe for later.

I. The Bare Minimum.

In Chapter 3, “Generated Right in the Feels,” Veteran game designer Jill Murray (“best known for her work on Shadow of the Tomb Raider, The Big Con, and a handful of Assassin’s Creed games”) writes about her experiments trying to identify the smallest, sparsest, most sketchy set of details that could make characters seem relatable. “We know that players have a great natural capacity and enthusiasm for attachment and interpretation. Why not provoke them to use it on purpose and shift some of the processing power to the players’ minds, so to speak.”

Murray tested this idea by developing a character generator that created sets of descriptive details. It turned out that providing too many details distracted people from the character by encouraging them to play around with the generator. “A sparse level of detail was more likely to tap into players’ creative minds and provoke them to consider the person behind the list.” 

II. Clever Combinations.

In Chapter 8, “Curated Narrative in Duskers,” Tim Keenan and Benjamin Hill (the creators of Duskers) discuss how identical story components can create different narratives when they’re encountered in different orders. They gave an example with a dead rat and two discussions of how it got there: maintenance technicians explaining that dead rats are found on spaceships all the time, and scientists talking about how it could be a sign that something is seriously wrong.

Test audiences read both perspectives, and “most of those who read the scientist’s email first generally felt the scientist was on to something and the operators were being obtuse, while most of those who read the operator’s conversation first were more likely to think the scientist was overreacting.” Using this insight, they broke their game’s stories into a series of small ship logs from different points of view, allowing players to experience the narrative differently and encouraging them to draw varied conclusions.

III. Planned Absences

In Chapter 18, “Dirty Procedural Narrative in We Happy Few,” Alex Epstein (narrative director for We Happy Few) discusses the challenge of telling stories in a procedural sandbox. He relies on the fact that people will eagerly assemble their own stories from a set of disjointed facts, approaching procedural storytelling with what he calls “dirty narrative.” Epstein says that while good dirty narrative stories have the same elements as every good story, “what distinguishes them is that, instead of trying to make as clear as possible what happened to whom, where, when and how, they intentionally demand interpretation.”

Epstein goes on to explain how dirty narrative can use lies, absences, mysteries, inconsistencies, and tangents to outline negative space around a story that the audience fills in themselves. “All dirty narrative could be boiled down to ‘something should be there but isn’t’ and ‘something’s there that shouldn’t be.’” However, he also warns that dirty narrative is “execution dependent” (i.e., something that will be awful if poorly implemented).

I might have chosen these points selectively to support my own biases (Dear God, these essays make so many points), but it seems like good procedural narrative ends up being willfully incomplete. When a system creates a single, definitive story that has no room for interpretation, it’s tougher to engage with.  

Image credit: wilderjjss / Pixabay

Tuesday, August 1, 2023

Blaugust 1: The Stressbox

 

Cardboard box sitting on a floor

Blaugust has me thinking about dealing with the things that stop me from blogging (i.e., writer's block), and one of the tools I use is a stressbox. It’s a mashup of two lifehacks that I found on the internet:
  • When you write down what’s bothering you, putting physical distance between yourself and the list can be like leaving your problems behind.
  • When your inner critic is particularly fierce, you can invite a second inner critic to point out shortcomings in the first critic’s attacks. (This was a joke* about tricking the two critics into arguing with each other so you could sneak off to do some real work.) 
When I can’t make any progress on a project, I create a stressbox by opening up a disposable notepad.txt file and writing out all my objections.


A few things can happen from here.

Maybe I’ll identify an underlying issue that’s stopping me from making progress. Or I could wear out my inner critic by venting until there’s nothing left to criticize. Sometimes, it’s McDonald’s Theory in action — I lay out my worst possible ideas, and then it’s much easier to improve from there. 

I also get the fun mental image of trapping my inner critic(s) in that two-dimensional prison from Superman II.


The stressbox can sound like a waste of time, but I normally bring it out when I’ve already wasted a lot of time procrastinating with things like gaming or household chores.

It’s no less constructive than any other form of procrastination, and it gets me closer to a place where I'm doing actual work. (I’m already seated at the computer and typing in complete sentences; it’s a minor change to start typing in a different window.) 

The main drawback is that the comments from the stressbox are never part of the finished work — the file is never saved, because who wants a record of their most obnoxious self-criticism? 

I end up forgetting that it can be an important part of my creative process. Every time I sit down in front of a new project, I have to remember how it works all over again. 

*Update 11/27/23: I FOUND THE JOKE!






Sunday, July 30, 2023

Blaugust: Retreating into the Future

I’m joining Blaugust this year because the internet of the future looks like a return to the internet of the past. An article in The Verge exaggerates the current situation, but not by much:

Twitter is being abandoned to bots and blue ticks. There’s the junkification of Amazon and the enshittification of TikTok. Layoffs are gutting online media. A job posting looking for an “AI editor” expects “output of 200 to 250 articles per week.” ChatGPT is being used to generate whole spam sites. Etsy is flooded with “AI-generated junk.” 

Elsewhere in The Verge, James Vincent has drawn parallels between auto-generated text and geofoam, a synthetic material stuffed into “the empty spaces that progress leaves behind.” Generative text has made it increasingly difficult to connect with people and websites that share useful information; the internet’s largest platforms have become hollow exercises in mass-produced content for monetizing web traffic. 

This decline of great powers has played out elsewhere in literature and history. Eleanor Janega sees parallels with the collapse of Twitter and the cascading failures of the Roman Empire:

In reality the “fall” wasn’t because outside forces wanted to destroy Rome – they just wanted to control it. There was a slow and steady degradation of the services that the Empire could offer, and people began to respond to this with smaller and localised communities.

Online, a shift towards smaller, more localized communities looks like a return to internet communities of the late 1990’s and early 2000’s: webrings and niche resource pages curated by passionate individuals. In the Fediverse, people are being encouraged to post more on their personal websites:

Mastodon post urging readers to return to RSS feeds, webrings, and similar interactions in the wake of major platform collapse

I found Blaugust, the Festival of Blogging, through my Mastodon account. The festival promotes a similar idea, encouraging people to publish more blog posts on their own sites during the month of August, and I’m hoping that it can help me overcome some of blogging’s emotional obstacles

(In addition to getting the idea of emotional obstacles from Tracy Durnell, I have also been thinking about her point that blog posts don’t have to be long. Both of those concepts have helped me address some of my own concerns about publishing material that doesn’t feel like it’s “good enough.”)


Sunday, September 27, 2020

How to Regression: Dragon Quest XI

Back in May, I read an article about handling a crisis. It started with a bunch of quotes from high-performing leaders and CEOs who declared that things had never been better for them. 

Then it warned everyone to expect rough times ahead

“for many, the first weeks of managing a crisis feel extremely meaningful and energizing. But when I revisited the same leaders a few weeks later, they reported that something had happened to their energy and to the way their team was collaborating. The adrenaline-fueled pace of the initial crisis response began sputtering. Problems became more complex and exhausting. The varnish started to crack. The glory faded. Fuses were short. 
What explains this shift? In my experience as a psychologist and executive advisor, I’ve found that crises follow a rough pattern: Emergency. Regression. Recovery.”

After almost six months of dealing with a global pandemic and ongoing economic uncertainty, I’m seeing a pattern that looks more like this: Emergency. Regression. Recovery. Regression. Recovery. Regression. Recovery. Regression. Recovery. (Repeat until death.)

The good news is that Dragon Quest XI has done a fantastic job of accommodating my regression phases and my recovery phases. Minor spoilers after the image.


On the one hand, this plays like a completely new game. The DS versions of earlier installments in the series are old games with new graphics. This one feels like a modern game taking place in a more immersive environment, paying tribute to the rest of the series. 

It tells a compelling story that builds up to the main confrontation. It introduces a mid-game plot twist that strengthens the villain, and then it expects you to work your way back up to the showdown with the Lord of Shadows in the Fortress of Fear.

And even as I played through all that, I worried that I had missed something. 

This series has three keys for the player to find: a thief's key, a magic key, and an ultimate key. And Dragon Quest XI establishes that the ultimate key exists, because it walks you past an ultimate door on your way to collect other necessary items for defeating the Lord of Shadows.  

I worried that I was doing something wrong. Parts of the story left loose ends that didn't make much sense. Had I forgotten something? Would this "Fortress" be revealed as a sham, or another plot twist? Eventually, I pushed through the last battle. 

And that was it. The game is won, the world is saved, roll the end credits. 

As a stand alone game, it kind of works? It provides a complete experience, even if it was an oddly disappointing one. I wondered whether my expectations were unrealistic, and maybe I need to make my peace with the fact that tastes have changed. 

But the sense of something missing had bothered me, so I went back to work on the post-game content. That's when the game served up another story, and I realized that the end credits are the equivalent of a mid-game plot twist — they've hidden a traditional Dragon Quest experience behind a full JRPG. And it was clearly planned that way because you only find the ultimate key after you've started playing through the post-game story. 

It's a clever design. People who are new to the series get a fresh experience that familiarizes them with characters and concepts found elsewhere in the Dragon Quest universe. But the series mainstays also included for the die-hard fans, and they're left in a place where they won't interfere with rest of the experience.

NOTE TO SELF: Hello, me from the future! Remember how 2020 was completely nuts? This post title was chosen because it's the weekend before the "staff action" kicks off, and TikTok continues to be a thing under discussion.

Tuesday, October 7, 2008

I Resolve to Be Awesome

Okay. 2008 has less than three months left in it, and I don't have a prayer of completing any of my New Year's resolutions in time. So, it's time to achieve excellence by lowering the bar, scrapping the old resolutions and establishing this new set of goals to achieve before 2009:

Don't wear white pants after labor day. Tricky, but not impossible. I expect this to be helped by the fact that I don't own any white pants.

Don't sell national secrets to foreign powers. Luckily, I don't actually have any security clearance, even if those guys from Burkina Faso have been trying to get pretty chummy with me lately.

Don't get addicted to crack. Winners don't use drugs. Losers don't have to use drugs, either, so I've got my bases covered either way.

Don't drink alcohol before sundown. Woah, back up. We're trying to list goals that we actually have a chance of accomplishing here. At the rate things are going, I'll have broken this one by the end of the week.

Don't get humiliated on national television. It's a gamble, but one I'm willing to make. I'm not going to be at the American Idol tryouts, but you never know when you'll be the star attraction on an episode of Cops. Let's keep our fingers crossed on this one.

Don't make any Nobel-prize-winning breakthroughs in science, health, peacemaking, etc. Because I shouldn't be hogging all the credit for myself. It's time for someone else to be in the spotlight.

Don't get stabbed in a bar fight with Charles S. Dutton. Because only a fool gets into a bar fight with Charles S. Dutton.

If this goes well, I might actually make up some more goals and retroactively apply them to 2007. Self-improvement isn't so hard after all.