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[personal profile] seawasp
... and what I'd like to see from them is the subject of today's Under the Influence post!

Date: 2012-11-12 11:34 pm (UTC)
ext_90666: (NeCoRo)
From: [identity profile] kgbooklog.livejournal.com
I think you forgot the subject line :)

Sounds like you're mainly complaining about RPGs telling a story (singular), when you want to tell your own or at least have a choice of stories. And I don't think any computer games are going to solve this, at least not as games; role-playing chatrooms already exist. And I think the overlap between people interested in actual role-playing and those interested in the game mechanics (and winning) is shrinking rather than growing.

Most especially, however, do not present me with a sequence of events that PREVENTS me from taking an action that I have previously taken and know I CAN take, simply to allow The Plot to continue.

Yeah, deaths of named characters are permanent or not, depending on what the plot wants (and in about half of the former cases the plot will outright lie to you). This is one of the many reasons I try to ignore the story in games I play.

So really, am I asking so much? All I want is:
New games at reasonable ($40) prices
All major content included
At least 1 hour of gameplay (following the main storyline, not counting all sidequests) for each dollar of price, preferably 2 hours


I can give you links to lots and lots of free RPGs (there are multiple websites just for RPGMaker games), but I'm not sure if you'd like any. Of course none will give you the freedom to tell your own story, and they won't have fancy graphics or music.

Lots of control over game options:
a. Ability to vary overall game difficulty (most games do have this)
b. Ability to skip past major challenges that the player finds too arduous
c. Ability to vary “focus” of the game to player preference (hack-and-slash, epic dramatics, romance, etc.)
d. Possibly variation of mechanics (turn-based VS real-time combat, etc.)


I have seen the second item implemented in some games: a "story mode" that turns off random encounters and either skips boss battles or lets you edit your char's stats right before them. The third and fourth items would greatly increase production costs (and probably take 2 or 3 times as long to make and test the game), just to add things that most players wouldn't ever see/want (different things for different players). There was a comment I saw recently saying that the biggest problem with modern commercial software is that the creators are trying to attract all potential customers at the same time, instead of giving a subset of them what they actually want/need.

Date: 2012-11-13 01:10 am (UTC)
From: [identity profile] ross-teneyck.livejournal.com
So really, am I asking so much? All I want is:

  • New games at reasonable ($40) prices

  • All major content included

  • At least 1 hour of gameplay (following the main storyline, not counting all sidequests) for each dollar of price, preferably 2 hours

  • Consistent world behavior

  • Lots of control over game options:
    • Ability to vary overall game difficulty (most games do have this)

    • Ability to skip past major challenges that the player finds too arduous

    • Ability to vary “focus” of the game to player preference (hack-and-slash, epic dramatics, romance, etc.)

    • Possibly variation of mechanics (turn-based VS real-time combat, etc.)

  • Plenty of character interaction


Okay, maybe I AM being unreasonable… but I think we can work towards it more than we have seen in most games thus far!


I think you're unlikely to see "ability to vary focus" and "ability to vary mechanics" in any really extensive sense... some games have a little of this already (Fallout 3 lets you fight in real-time or pause and queue up actions, to some extent; Mass Effect 3 gives you some control over whether you want lots of story and easy action or hard action and not much story, or something in between) but to do it fully pretty much requires that the developers write several games and put them in the same box. That would cost money and time, and most game development is short on at least one of those things.

Getting the kind of story flexibility you want is hard too... not impossible, by any means, but there are at least two challenges: one technical, one artistic. Technically, you would need a pretty sophisticated story engine to handle all the possible tracks and variations of the possible plotlines, while also tracking how every NPC is going to interact with you. I am distantly acquainted with some people who work on this kind of thing, and while it can certanly be done, it is time and money taken away from shiny graphics or crisp action.

The artistic challenge is that it's hard to write that kind of widely-branching story and all the NPC dialogue. Again, not impossible, but hard.

And from what I've seen, game developers are skeptical that there's enough of a demand for this kind of thing to warrant investing in it... and as much as I, too, would like to see it (heck, I'd like to work on it) I fear that they're right.

Another thing I've noticed about CRPGs when they come up in discussion is that a significant number of people are competists -- they want to be able to know that they've seen all of the game's content. If not in a single play-through, at least in a reasonable number. If the game is too wide-open and multivariate, they're going to be frustrated.

Where I've settled, in my own mind, is that CRPGs tell stories that are, in some ways, different from other stories, and that's just the nature of the beast. "Hurry urgently to this location, there's no time to lose!" in a CRPG means "Furst, go everywhere you can get to that isn't that location, looking for loot and side quests," in the same way that "Here's your brand-new spy car, Mr. Bond" means "You are pretty much guaranteed to be wrecking this in about forty-five minutes"; and if that bugs you enough to bump you out of the story, you need to be engaging a different kind of story.

Or at least so I tell myself, while sighing over the foibles of the latest game.

Date: 2012-11-13 09:27 pm (UTC)
From: [identity profile] ninjarat.livejournal.com
The artistic challenge is that it's hard to write that kind of widely-branching story and all the NPC dialogue. Again, not impossible, but hard.
No sane development team would even try. Instead they'd try something along the lines of a natural language processor, a la ELIZA, combined with an adaptive neural network to manage everything. Except that they wouldn't do that, either. Playing against neural networks isn't fun.

Date: 2012-11-13 09:11 pm (UTC)
From: [identity profile] ninjarat.livejournal.com
A program cannot deliver a pencil and paper experience. The reason is very simple and I'm surprised you, being both a GM and an author, haven't twigged to it. It's a fundamental difference between gaming and reading:

In a pencil and paper game the players create the story as they go. In a computer game, as in a novel, the story is already written.

Pencil and paper games are constrained by the imaginations of the players. Computer RPG are constrained by what the development teams write for them. There is only so much that a development team can deliver within a given time span.

Computer games are also constrained by the style of story-telling involved. Open worlds can't tell a coherent narrative without fences. Imagine an open world like Skyrim, where the player can visit important sites in any order he wishes, being used to tell an epic narrative like The Iliad. It would be like debinding a book, tossing the pages off a cliff, and reading the pages as you find them. Open worlds can be used for story-telling but a different kind of story-telling. They're good at telling lots of short, loosely connected stories. An open world would be a most excellent way of exploring Aesop's fables.

I do agree with the sentiment, though. Some game studios -- I'm pointing at you, Square -- spend vastly disproportionate resources on visuals. Gameplay suffers as a result. If you don't have good gameplay then you don't have a good game. Great visuals can make a good game better -- I'm pointing at you, Assassin's Creed -- but if you don't have the gameplay to back it up then you're just wasting time and money.

Date: 2012-11-14 02:05 am (UTC)
From: [identity profile] ninjarat.livejournal.com
AI is not the answer. We've had AI since around 1965. Sophisticated AIs have been managing credit card fraud detection for decades. They're very, very good at it but they aren't perfect. It comes down to a simple fact: programs are objective. No matter how sophisticated their knowledge bases are, no matter how good they are at tricking humans, programs are objective. They cannot be subjective. They lack wisdom. They cannot make choices based on judgement because they don't have any. They never will because any "program" with that capability isn't a program at all. It's a living, sapient being.

As for Skyrim and other games' NPCs? It's no different than what happens when you balance a jar on a guard's head. When you come back three months later? It'll still be there. Every computer game will have disconnects like that. A wise GM once told me that there are three solutions to every challenge. The first is the one the GM wants from his players. The second is the one the GM expects from his players. The third is what the players actually do. No development team can handle all possible cases of number three. No AI can handle all permutations of number three. Players will figure out or stumble across things the developers missed and ways to game the AI. Or they'll ignore it. On the other hand, a human GM in the here-and-now hopefully has the wisdom to recognize the absurdity and choose an appropriate course to take in response.

I find your take on this to be very interesting. Chrono Trigger has some worse (IMO) disconnects than any of these. This tells me that it's less about what the games you play are delivering and more about your willingness to suspend your disbelief and allow yourself to be immersed in the game despite the disconnects. You have the expectation that because Skyrim is fifteen years newer than Chrono Trigger it should be fifteen years better. If only reality were so kind. While you and I have been gaming over the past fifteen years, most of the development team on Skyrim were going to elementary and high school. It's ironic. The more role-playing possibilities that we want from games, the more that studios need to rely on staff with little or no role-playing experience.

Date: 2012-11-14 06:36 am (UTC)
From: [identity profile] ninjarat.livejournal.com
Strictly speaking, expert systems are not artificial intelligence systems. They don't replicate natural learning or intelligence. Most game "AI" systems are expert systems with some automated decision tree tuning. The initials "AI" get thrown about because it sounds cooler and it's easier to say and type.

Neural network systems are real AI. They learn in the same ways that living things learn. That's the point. They replicate biological neural networks. In addition to problem solving and fraud detection they've provided tremendous insight into how our own brains function by accurately replicating human brain function. That's as real as intelligence gets.

What science fiction calls artificial intelligence isn't AI at all. What science fiction calls AI are usually sophisticated expert systems with access to massive data stores. Siri and Google Now are perfect examples and you don't have to wait 50 years for them. The exceptions are what I call artificial sapience: an awareness, a consciousness. Such a thing isn't a program. It's a living being.

Getting back to the game aspect of it: We as players see these disconnects as problems but developers don't see disconnects at all. It's entirely likely that two or more different dev groups were responsible for various stages of NPC reactions. They don't see a disconnect within the game because they can't see what's going on outside of their respective compartments. Even if they do then it's not their problem because it's not a bug. The script calls for the NPC guard to try to arrest the PC. If the NPC guard tries then it's working as designed.

The problem is the writing. Whoever wrote that NPC's dialogue neglected to factor the possibility that the PC would be the Hero of Whatever. Maybe the writer was negligent. Maybe he forgot. Maybe he never knew of it (see previous about compartments). Regardless, the possibility wasn't included in the script so appropriate contingencies weren't coded in the game.

This is a problem with every large scale project. The individual groups can't see the whole and the few who can see the whole are busy with more important things than a minor continuity error in a minor NPC's dialogue. It's the ironic conundrum: you want more and better which requires more people involved, but more people involved makes for more little errors.

We *have* come a long way. Thirty years ago we had Rogue and Wizardry, simplistic games written by teams of one or two people that offered a basic tactical D&D kind of experience. Twenty years ago we got Final Fantasy and similar games that took the Rogue and Wizardry style of gameplay and used them to tell narrative stories. Ten years ago we got Neverwinter Nights which gave us the conversation simulator as a fundamental component of gameplay where your choices as a player have direct effects on the narrative. Today we have games that feel almost perfectly real. Ranting about a minor NPC's glitchy dialogue seems silly to me in that light.

Then again, I rant about bad fight choreography in movies and the terrible gimmicks that cinematographers use to cover it, so who am I to judge?

Date: 2012-11-14 09:40 pm (UTC)
From: [identity profile] ninjarat.livejournal.com
I was engaging in a bit of facetiousness tempered by my own bugaboos.

What you propose wouldn't be easier and it wouldn't make things better. Let me try to put it in terms of writing. That might help make my point.

When I used to write I started with a general outline of the story as a whole. When it came to actually writing I wrote one scene at a time. Sometimes scenes didn't quite match up do to a perceived need to write scenes out of chronological order. Sometimes scenes didn't match up because a collaborative group of authors aren't going to write exactly the same way. Sometimes entire stories didn't match up. Either way, a good editor would glue the scenes together, cleaning up what didn't fit or sending it all back for a rewrite. This is hard as in approaching NP-hard. If the editor doesn't read the whole work then he won't catch all of the discontinuities.

Expand that complexity to a choose your own style book with maybe a dozen permutations. The editor and assistants must read through many times to ensure that all of the permutations make sense at the ends. If they don't then they can't be sure they caught any broken paths. There are shortcuts that can be taken, certainly, but each path needs to be traced to ensure there are no broken ends that aren't intended.

Expand it again to a game like Chrono Trigger with hundreds of permutations. The "big cheat" with Chrono Trigger is that despite the number of permutations they all converge on five discrete endings. This reduces the complexity of the problem. It's still hard, just not nearly as hard as it would be with an open-ended system.

And then there's Skyrim, a game with ostensibly infinite permutations. It's not really infinite but the number is huge and there are few convergence cheats to simplify the problem. A player can choose to ignore the end game entirely but continue playing, for example. It is impossible for all practical purposes for a studio's QA people to exhaustively trace through every path through a game like Skyrim. It would take them decades at the least. They don't try. They take the "shortcut" of testing the most commonly anticipated event sequences and ensuring they work as designed and if the events pass the checklists then that aspect of the game gets a passing grade. Most of this is automated so waving around the "true AI" magic wand can't make it go much faster.

All of the problems in a game cannot be fixed without sufficient time to test, find, fix and repeat. The bigger the project, the more discontinuities it will have and the more time it takes to find and fix them all. How a game is assembled won't change this.

And all of that is an obtuse way of saying that if you don't like discontinuities in big, complex, open-ended games then don't play big, complex, open-ended games. They're not for you.

Date: 2012-11-15 12:26 am (UTC)
From: [identity profile] ninjarat.livejournal.com
Designing a thoroughly coherent world by committee isn't harder. It's impossible for humans to do it. Groups larger than about five people don't work together closely enough to pull it off. It's how humans are. Of course, you can have someone ride herd over a committee but then the work as a whole suffers for the perceived oppression.

Your right way/wrong way ideas are nonsense. There is no right way to design and build a program. There is no wrong way to do it, either. There are a number of philosophies and methodologies to choose from. Some are better for some kinds of development but worse for others. Even if a studio follows your "right way" there will be a variety of different impressions and interpretations of the script. Even if the world itself is perfect the implementation of it is going to have discontinuities because other people are involved in the build process. The only way to avoid this is to do it all yourself and that's a non-starter for A-list titles today.

And back around to the AI nonsense. An AI will never be a good GM. It's another simple reason: a program can't have fun. It can't enjoy the experience of playing the game. It can only do what it's written to do.

Date: 2012-11-15 06:02 am (UTC)
From: [identity profile] ninjarat.livejournal.com
A true AI would BE a person.
I wrote as much way back at the beginning of this. I've used the term "artificial sapience" several times in this context. And I repeat myself: what you call AI is not intelligence (knowledge) but sapience (awareness). It's life.

Which opens up a huge can of philosophical and legal worms. What is a person? If a thing is indistinguishable from a person then is it also a person? If it is a person then does it have the same legal rights and privileges as a natural person? And if so then would confining it to an embedded system such as a personal information manager or a ship's navigation console or a video game console be a form of slavery?


We're nothing but complex programs
I disagree. A program is a formalized sequence of instructions. To say that we are nothing more than programs suggests that we are toys in Sims game with just a simulation of creativity and will programmed by someone or something else. I don't like that idea. Accepting it is, in my mind, tantamount to rejecting my existence.

I don't consider myself to be a dualist. At the same time I admit that my ideology does skirt the edges of dualism.


But I doubt it will require taking that extremely crude brute-force approach; I suspect someone will figure out a more elegant way to do it in the next few centuries.
You're behind the times by over a century. The formal concept of biological neural networks as the basis for human cognition was introduced in the mid-to-late 1800s. Those theories have held up to over 100 years of scrutiny, and they've held up to over 50 years of computational simulation and analysis.

Date: 2012-11-15 06:02 pm (UTC)
From: [identity profile] ninjarat.livejournal.com
I don't foresee artificial sentience/sapience as being an issue at all because I don't foresee it happening. A living mind is more than the amalgamation of the chemicals that constitute the brain. The idea that simulating sufficiently large quantities of neurons will create a living, thinking mind is as much a fantasy as the idea that dumping a pile of chemicals in a vat and zapping it with lightning will create a living, thinking, breathing person.

I say this because we've already done it. Sort of. The IBM Blue Gene/P supercomputer has simulated the nuron count of an entire rat's brain but they didn't get the cognitive process of a rat out of the simulation. Adding neurons doesn't make the simulation any more life-like. It stands to reason that increasing the neuron count to the approximately 85 billion neurons in an adult human's brain won't generate a human-like intelligence.

I did not intend to suggest that neural networks are the only viable theory of human cognition. Neural network theory appears to be the most accurate description of how natural learning and cognition work. It's a foundation for research, not the be-all, end-all in cognitive science.

Fuzzy logic, on the other foot, isn't cognitive science at all. It's a kind of set theory. It's primary use is in decision making processes given incomplete or unreliable input data. This is valuable to certain kinds of expert systems like meteorology and weather simulations.

Back on the first appendage, neural networks excel when adaptive learning is desired. I mentioned credit card fraud detection already. These systems build dynamic data structures that model each card holder's buying habits and flag transactions that don't fit the models. Neural nets are also good for adaptive pattern matching which includes vision and hearing/recognition.

Date: 2012-11-16 01:18 am (UTC)
From: [identity profile] ninjarat.livejournal.com
The neuron count simulation did prove something important. It demonstrates that neuron count does not spontaneously generate awareness. This is strong evidence that a system with the equivalent of the approximately 85 billion neurons in an adult human brain won't spontaneously become something intelligent and aware. Skynet isn't going to "wake up" one morning and decide to wipe out all life on the planet.

Your surprise about the Blue Gene/P rat brain project is due to your expectation that the team wants to simulate a real rat, which they don't. At least that's not their goal. It's not meant to be a rat. There's no point. A simulated rat cannot be guaranteed to behave exactly the same way a real rat would. That makes it useless as an experimental subject and as an observational control for experiments with real rats. The goal is to create a system with the neurological complexity of a rat's brain. This is so much more valuable than trying to be a rat. There are all sorts of computational experiments that can be done with it. But a real rat? Cheaper and easier to breed them by the gross.

Date: 2012-11-16 02:34 am (UTC)
From: [identity profile] ninjarat.livejournal.com
Oh, it'll do lots of things. It's just that none of those things are "be a rat". The problem with trying to simulate a living rat brain is that we don't know enough about rat brains to make a usable simulation of one. We can only simulate what we know, after all.

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