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Quests,
stories, and spaghetti
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2 January 2007
by Mike Rozak
Discuss on www.mXac.net/forums
Recently, I've been pondering methodologies used to
design virtual worlds (and avatar games in general). I've seen the following
methodologies used in games:
- Myst-like - The author writes a linear
story that has already happened (except for the ending) and divides it
into six parts. At the same time, six regions are created in a world, each region
containing thematic puzzles (or even monsters). The first region relays the first part of
the story through cutscenes and journals. It also connects to four independent regions,
each with part of the story, also expressed through cutscenes and journals. Once all four
independent regions have been completed, the player is allowed into the final region,
where they make a choice and determine how the story ends.
- Linear story (such as Syberia,
traditional interactive fiction, and Fable) - The
author writes a linear story that the player partakes in. Puzzles and/or monsters are used
as gates, preventing the player from advancing in the story. Ideally, the puzzles and
stories immerse the player in the story and create sympathetic
goals. Linear stories might include a few different endings, but an alternate ending
is only chosen at the very end of gameplay, and has little real impact.
- Spaghetti (such as Oblivion) - The author produces fifty (or more) stories,
also known as quests. The quests are scattered throughout
a world. The player can approach the quests in any order they wish, except for a few
quest-arcs, which contain a sequence of quests. Each quest is basically a linear story.
Because of all the quests thrown at them, players don't realise (as quickly) that they are
really partaking in linear stories.
- Typical Diku-MMORPG (such as World of
Warcraft) - The author produces a world and populates regions with monsters of a
specific level range, along with attractive loot. Quests are introduced to encourage
players to explore different areas of the world; the quests' stories are secondary and
usually shallow. Monster levels are used as a device to control which parts of the world
players are allowed to enter, and when.
- Pre-Diku text MUD (such as MUD I/II) -
The author comes up with an idea for something the player might like to do, which can be
more than just killing monsters (as opposed to a typical Diku-MMORPG which is almost
exclusively about killing monsters and/or harvesting). New areas are added to the world,
and obstacles are introduced to prevent players from achieving the "something"
too quickly.
- World-like world (such as Ultima Online)
- A world is created as a sandbox. The author comes up with a sub-game that players might
like to participate in, and augments the world's physics programming to enable the
subgame. The world's geography, NPCs, and monsters might also be updated, but these are
secondary since players have significant power over the sandbox geography, NPCs, and
monsters.
I happen to like stories, but I don't like the way
they're handled by any of the existing methodologies. Myst-like and linear-story
games are very limiting as far as choice. The spaghetti (Oblivion)
methodology creates a lot of freedom, but ends up being a homogonous entanglement of
quests. Diku-MMORPGs only have token stories. Pre-Diku text MUDs and world-like worlds
don't need any story whatsoever.
Here's an alternative that I'm currently thinking about:
Stories/quests with meaningful and reconnecting
choices
For the moment, I'll just discuss quests (sub-stories), but
they'll tie into the quest-arc(s) that control(s) the game's overall story.
To produce a quest:
- The author writes a story that the player will
participate in, much like a game based on a linear story.
- Unlike a linear game, each quest includes meaningful
choices that allow for branches within the story that ultimately change the story's
outcome, just like Choose Your Own Adventure books. Unfortunately, meaningful
choices are a lot of work, particularly if players are offered several meaningful
choices in a row. If each meaningful choice has two branches, and there are three
meaningful choices throughout the quest/story, then there are 2 ^ 3 = 8 outcomes. With
four choices, there are 2 ^ 4 = 16 outcomes! Thus, don't expect stories/quests to
have any more than two or three meaningful choices.
- Choices that reconnect don't produce as many branches,
such as the choice of travelling to Inviroth by land or by sea. Each
choice produces a different experience, but ends up back at the same node. Consequently,
quests/stories may include several reconnecting choices early on, before
there are too many branches (a consequence of meaningful choices).
If a quest/story only includes two meaningful choices, then each
quest would have a beginning, middle, and end. The beginning only has one
alternative (or branch). A choice is made at the transition between the beginning and
middle. There are two alternatives/branches for the middle part of the quest. Another
choice is made at the transition between the middle and end, creating four
alternatives/branches for the end-quest.
Add in a few reconnecting choices at the beginning and
middle of the quest/story, but not the end, and the author then has to write two
beginning branches, four middle branches, and four end branches (with no reconnecting
choices). That's a total of ten branches.
A quest with no middle would only have four branches, two
reconnecting choices at the start, and two meaningful choices at the end.
Procedural choices
For some reason, Choose Your Own Adventure books
aren't very satisfying (to me). I've spent a long time trying to figure out why, and (I
think) I finally have the answer:
Players like to make frequent choices, as often as one
choice every few seconds. It's part of what makes the world immersive.
CYOA books "fail" because players
only make infrequent choices; they spend a minute reading a page, make a choice,
spend another minute reading, make a second choice, etc.
Theoretically, if a CYOA book could offer me a choice
every sentence or two (minus the hassle of reading the choices and flipping to the next
page), the experience would be quite compelling. It would also result in several
quintillion branches for the author to write!
Procedural choices
(managed by software algorithms) can easily offer players frequent choices.
Unfortunately, procedural choices tend to be shallow and less interesting than the
hand-created choices in CYOA books.
The solution (or rather, a solution) is to
fill in the time between meaningful choices (CYOA-book choices) with procedural
choices. Procedural choices might take the following forms:
- Movement - This is a very cheap form procedural
choice.
- Combat - There's a reason why combat is an
important sub-game.
- Resource allocation - Having players monitor
and control what equipment they're carrying, their hit points, how much money they have,
etc.
- Gathering - A traditional MMORPG sub-game.
- Puzzles - While only a few puzzles are
procedural, most puzzles either allow players to make frequent choices, or to make the
virtual choices in their mind and hypothesise a result.
- Tightrope game - As per Neverwinter Nights 2, the player needs to keep their personal NPCs happy.
- Discussion with other players - Having players
discuss which meaningful choice to take keeps them occupied and entertained... an old
dungeon master's trick. Obviously, everything a player says to another player involves a
choice about what to say.
- NPCs are the game - Top secret! If I discussed
this here I'd have to shot you. :-)
Some elegant uses for procedural choices are:
- A series of procedural choices might implicitly result
in a meaningful choice, such as the PC's alignment, how much a NPC likes the
player's character, or whether the player travels to Inviroth by land or by sea.
- Procedural choices are used to immerse the player into
the story. For example, if the player character is lost, don't just say that the
PC is lost, but put the PC in a forest and make the player find their way out, making
the player feel lost.
The three-act game
The three-act story is well known. There's a beginning,
middle, and end, each with distinct boundaries and each act having a different
theme. In the Hero's Journey, for example, the first act is about the character's
"call to duty", followed by trials in a distant land, and completed by the
journey home with the boon.
Most games with linear stories have three acts.
Even some MMORPGs have three acts; for example: World of Warcraft's first act is
about the player doing quests for their village and race/clan (at the request of NPCs),
the second act is hoarde vs. alliance (often at the request of NPCs), and the third is
guild vs. guild.
Basically:
- Each act has a separate theme, or sub-theme.
- There are transition events/quests between the acts.
These transitions are excellent locations for meaningful choices that
affect the story in the next act.
Not coincidentally, quests (as I described them) have
three acts, with a meaningful choice between each act. Thus, the entire
game can be seen as one large three-act quest. Or, it can be seen as a
fractal-like construct with three-act quests within three-act quests.
Tailoring quests to each act's theme
As I've written before, players should have (as much as
possible) a choice about which quests to undertake, and a choice about what order to
undertake them.
Oblivion does an excellent job providing such
choices, but at a cost. While players can undertake (almost) any Oblivion
quest at any time, Oblivion only has one act. It can't have more
than one act because it doesn't place limits on what order players complete the quests.
At the other extreme, completely linear games like Syberia
have three (or more) acts, but no choice about which quest to undertake.
In the middle is World of Warcraft. Quests are
level-limited, so a player character's level (aka: progress through Act I, II, and
III) affects what quests can be taken. To get to the next level, a player must
complete (to pick a random number) 20 quests. Since WoW provides 40 quests per
level, players can choose which quests they wish to complete, and in which order (to an
extent).
Personally, I'm interested in producing a game without
levels. It will have skills, but the difference in power between a low-skilled
and high-skilled character is minimal. (Skills are actually used as a time-based resource,
but that's for another article.) Thus, I can't use levels to limit access to
quests, much the same limitation as Oblivion, which automatically
adjusts all quests to suit the PC's level.
However, I don't want Oblivion's homogonous mass of
intertwined quests (aka: spaghetti). I actually want to have acts.
My current solution is:
- Some quests will be act-specific, and won't be
given to players unless they're in the proper act. (Again, similar to WoW.)
- Some quests will change depending upon the player's act
number. Ultimately, this means that some quests will require three thematically
different versions, one for each act. The version handed out depends upon the what act the
player is in when they accept the quest.
- Players won't have to complete all of the available
quests for an act. As in WoW, they'll have a choice of quests.
- The game's story allows a transition from Act N to Act
N+1 only when enough quests from Act N have been completed (much like WoW).
In order to complete the transition, the player will need to finish a
transition-specific quest, such as a travelling quest, from the hub-town for Act
I to the hub-town for Act II.
- Taking a page from Oblivion, there will be one
main quest-arc that progresses through all of the acts, and it (potentially)
includes sub-quests that cause the transition between acts. These
sub-quests won't be available unless enough act-specific quests are completed (as above.)
- There may be a few secondary quest-arcs, also
like Oblivion.
- There may be many one-off quests, like Oblivion.
Storylines (large games)
Although I don't expect to have the resources for this, a large
game might include several different storylines. Each
storyline is the equivalent of a three act game, but they share the same world.
For example: One storyline could be "default the evil overlord" while another
might be "become the mayor of the city".
Filling the world with multiple storylines has the advantage
that players are never entirely sure what the motivations of other players are because
they might be on a different storyline.
To reduce development expenses, most quest-arcs and quests
would be shared amongst all storylines.
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