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Generative Storytelling. Unendliche Geschichten (Riad Djemili, Johannes Kristmann)

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"Generative Storytelling. Unendliche Geschichten". Vortrag von Riad Djemili und Johannes Kristmann (Game Designer, Maschinen-Mensch) am 12. April 2016 im Rahmen der Games-Ringvorlesung "HERE THERE. Grenzerfahrungen zwischen realen und virtuellen Welten", Hamburg.

"Generative Storytelling. Unendliche Geschichten". Vortrag von Riad Djemili und Johannes Kristmann (Game Designer, Maschinen-Mensch) am 12. April 2016 im Rahmen der Games-Ringvorlesung "HERE THERE. Grenzerfahrungen zwischen realen und virtuellen Welten", Hamburg.

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Generative Storytelling. Unendliche Geschichten (Riad Djemili, Johannes Kristmann)

  1. 1. Riad Djemili Johannes Kristmann
  2. 2. Combined 15+ years AAA
  3. 3. The roguelike expedition simulation set in the 19th century
  4. 4. Procedural generation of the world and the story
  5. 5. Many small events each with player decisions
  6. 6. Example Marie-Elise the superstitious cook
  7. 7. Levels of Generation
  8. 8. 1. World Level
  9. 9. World Level Special Locations Random Camping
  10. 10. 2. Event Level
  11. 11. id: 'evt-sanity-fight', charEffects: { count: 2, reqCharFlags: '+humanoid -special', text: "A discussion between $name grew into a argument", actions: { actionText: "Arrest $name", text: "We arrested $name.” } } Event Level declarative syntax
  12. 12. Event Level id: 'evt-sanity-fight', charEffects: { count: 2, reqCharFlags: '+humanoid -special', text: "A discussion between $name grew into a argument", actions: { actionText: "Arrest $name", text: "We arrested $name.” } } declarative syntax
  13. 13. Event Level id: 'evt-sanity-fight', charEffects: { count: 2, reqCharFlags: '+humanoid -special', text: "A discussion between $name grew into a argument", actions: { actionText: "Arrest $name", text: "We arrested $name.” } } declarative syntax
  14. 14. Event Level id: 'evt-sanity-fight', charEffects: { count: 2, reqCharFlags: '+humanoid -special', text: "A discussion between $name grew into a argument", actions: { actionText: "Arrest $name", text: "We arrested $name.” } } declarative syntax
  15. 15. Event Level id: 'evt-sanity-fight', charEffects: { count: 2, reqCharFlags: '+humanoid -special', text: "A discussion between $name grew into a argument", actions: { actionText: "Arrest $name", text: "We arrested $name.” } } declarative syntax
  16. 16. 3. Sentence Level
  17. 17. ”I decided it would be a [good idea|sound approach|proper place] to stay here and told the people to [settle|rest].” Sentence Level
  18. 18. Same Event different interpretations
  19. 19. Classic Love Story?
  20. 20. Progressive Love Story?
  21. 21. …?
  22. 22. (Apples can kill you in Nethack)
  23. 23. That’s it! No a grand story arch but a very personal story
  24. 24. Events may be independent, but the characters connect them
  25. 25. The trick is to come up with a shared vocabulary of hooks & lugs
  26. 26. Embrace the chaos!
  27. 27. A unique story to every player, every time they play
  28. 28. Does well on Youtube Does not so well on Youtube
  29. 29. Travel Report User generated content
  30. 30. A story that matters beyond gameplay relevance
  31. 31. Why? does the story matter so much to our players?
  32. 32. Cannibal
  33. 33. Racist
  34. 34. Allow yourself to lose control it’s not your story, it belongs to the player
  35. 35. Thank you for your attention @curiousexped @8bitbeard @riadd www.curious-expedition.com

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