![]()
|
Choice 17 November 2004 by Mike Rozak
Chris Crawford's book, "Chris Crawford on Interactive Storytelling", points out a very useful rule about interactive fiction (or storytelling) design: A choice is not a choice if:
I agree with these observations. They effectively put an end to a Choose Your Own Adventure (tm) style game where the player reads some narrative, choses from two to four possibilities, which then leads to more narrative. The reasons are:
Chris Crafword, as well as other authors that have made the same point, then goes on to dismiss this form of interactive fiction as a dead end. (He points out one "way out" that I'll get to in a bit.) Is it really a dead end?
The escape clause Chris Crawford's escape clause is that two paths can reconnect if they somehow affect the narrative later on. Even if they both lead to the same room, if one door makes the character good looking, while the other makes the character strong, and these attributes are used later on in the experience, then the choice is valid. In the Stop the buffet article I wrote, I described a slightly different take on how to write quests for virtual worlds. Contemporary quests inevitably start out with a bit of short narrative explaining why the quest exists, followed by the player going to either kill a monster or deliver an item, and are completed with the character's return and follow-up narrative. Thus, the form for a quest is: NKN or NDN N = narrative, K = kill, D = delivery Contemporary virtual worlds are limited to such simple quests because they don't have many sub-games in their palette. Most have a few other sub-games, like gathering raw materials (G), exploration (X), and chatting with other PCs (c). If they added more sub-games, such as conversations with chatterbots (C), and piloting ships (S), they could produce a more complex quest. The quest I described in "Stop the buffet" was: NcNSKNGNCXKN
Notice that there are no choices in the high-level narrative. Each sub-game, however, has choices; they don't affect the high-level narrative, but they do affect the players and their characters. What if I added choices in the high-level narrative? If I do, I run into the same fundamental problems that dog the CYOA books. One choice leads to another, and to another, and eventually there are just too many choices for an author to deal with. Therefore, I'll use the same tricks that the authors of CYOA do:
Both of these changes seem to break the rules, except that the sub-games, which are components of the larger narrative, rescue the situation:
The new quest "formula" might look something like this: NcNSKNGN (CX|F) KN
While I haven't tried the concept out in reality (other than as a dungeon master years ago), the thought experiment works.
Applying this revised rules to CYOA and MMORPGs Just to be sure of my logic, I thought I'd apply my revised rules to existing interactive entertainments... The reason that CYOA books can't "break" the rules like I have in my hypothetical quest is that CYOA only has one sub-game, narratives (N). Any story with branches is just a series of N's. NNN (NN|N) NN
It's not too interesting, is it? Well, it can be, but the narrative becomes absolutely critical to the experience. Looking at slightly more advanced technology, you'll see that a typical MMORPG's buffet of activities is: (K|D|G|X|c)
Of course, MMORPGs have simple quests that I've already mapped out. They also have dungeon crawls where the branches in corridors provide the menu of choices for the player. Each room is one of the sub-games, such as a monster (K), trap (T), or puzzle (P). A segment of a dungeon could look like this:
(K(T|P) | TK | KKK) K
The formula represents an intersection with four exits. One exit is where the PC came from. The other three choices lead to: A monster to be killed followed by a T-intersection with a trap down one way and a puzzle down the other (K(T|P)). The second choice is a trap followed by a monster (TK). And the third, is a series of rooms with monsters in each (KKK). All three directions eventually reconnect to allow the final fight with the "boss" monster. (K) According to the revised rules, a dungeon crawl makes for an interesting series of rule-compliant choices. However, for the dungeon crawl to follow the rules, each hallway must somehow hint at what is down it. Shouts of evil laughter might be heard wafting down two hallways, and maybe a short jaunt down the silent hallway would reveal a skeleton of a previous adventurer that was caught in the trap. Without these hints, the player must chose a hallway at random, invalidating the choice. Asheron's Call 2 had a few dungeons that amazingly managed to break the rule #2, about a choice resulting in different outcomes. In many of the AC2 dungeons I visited there would be a T-intersection. Going left would lead to a monster, and then lead back to the main trunk of the dungeon. Going right would lead to an identical monster, and then back to the trunk. The T-intersection was a useless choice because both choices produced exactly the same outcome. Of course, in most MMORPGs and CRPGS, there isn't any hint at what's to come. The player cannot sneak up the hallway to listen for monsters because the monster AI is aware of the PC just as soon as the PC is aware of the monster AI. (Perhaps because there's often no way a player can indicate they're in "stealth" mode.) As a result, players are forced to walk blindly into every situation. Additionally, MMORPGs and CRPGs reward players for killing all of the monsters in the dungeon by handing out XP. Players are not rewarded for making intelligent choices and avoiding unnecessary dangers. The same analysis can be applied to adventure games. The only difference is that the palette of sub-games in an adventure game is different than those sub-games available in a CRPG or MMORPG.
Conclusion In some ways, none of what I've been pointing out is new. Anyone who has designed a dungeon for Dungeons & Dragons knows these techniques already. It's obvious that CRPG and (most) MMORPG designers also know them, at least intuitively. I intuitively knew them from my experience being a dungeon master in high school. I never sat down and figured out why the rules worked though. Now that I have written them down, the concept has become much clearer to me.
|
Copyright 2004 by Mike Rozak. All rights
reserved.
Mike@mXac.com.au
mXac Home