Some Thoughts on Story Presentation, NPC Dialogue Structure, and Alignment, Etc.

Discussion in 'General Modification' started by Gaear, Jun 9, 2008.

Remove all ads!
  1. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    Set to contemplation on these matters by Sitra's recent post in another thread, I'd like to open some discussion on the not-so-trivial matters of story presentation, skill checks, and alignment designations as they relate to ToEE's dialogues. First, Sitra Achara:

    Now I don't expect that everyone's waiting with bated breath to hear what I think about this stuff, but being as I'm in the middle of trying to orchestrate some meaningful new material, I thought it might make an interesting (and hopefully informative) topic.

    I'm relatively new to this kind of thing as compared to the likes of Ted and other storied Co8 contributors, but I do have my own ideas as to what constitutes engaging, immersive dialogue for a CRPG. Or more specifically, I'm developing my own approach to this presentation in general as I go along.

    IMO, the typical CRPG approach to NPC dialogue that hopes to allow for free-form choices and consequences on the part of the player is fundamentally flawed in many respects. First and most egregious is my belief that providing for choices from the immediate outset essentially cripples the ability to tell a compelling story. And story, like with basically all forms of fiction, is at the heart of an engaging CRPG. People want to feel drawn in by the events of the game they're playing, and they are then in turn compelled to develop the story further through their interaction. Sometimes this is done effectively, other times not. Let's stay within the realm of ToEE for examples: in Livonya's traders' revenge scenario, players are engaged by the unexpected and unpredicatble events of the encounter: R and/or G get away after you fight them, and your rep log soon informs you that the issue is far from over. Thus they have reason to feel apprehension. Conversely, let's consider the ... Vanilla marrying of Fruella. Players complete the 'quest' within a few short mouseclicks; they have no reason to feel engaged (no pun intended) by the addition of Fruella beyond adding a sword to the party; the implications for her future presence in-game are non-existent, beyond perhaps worrying about having to hear her irritating voice; and the level of satisfaction taken from having resolved the matter is nil, because there was never any real challenge or incentive to begin with. So, while players may fall asleep after an evening playing ToEE wondering when R&G may next appear, they most likely won't ponder the addition of Fruella for very long, if at all. Thus, imo, that element of the game (or its execution) is a failure. A compelling story element was never established.

    Let's consider this from the perspective of the dialogue writer for a moment. Did he/she feel that it was neccesary to provide players with an immediate set of choices from the get-go? I'm not sure, but I suspect that if they were at liberty to first develop Fruella's personality and orchestrate a plot specific to her - and one that was by neccesity universal to all players - the Fruella character could have been made much more interesting. Now, would the writer be able to achieve this by starting with the following dialogue structure?

    Code:
    Fruella: Hi, I'm Fruella.
    PC (Intimidate): Fruella, you are a bitch!
    PC (Diplomacy): Fruella, your beauty is astounding!
    PC (Bluff): Fruella, can you spare a dollar?
    
    My opinion is no, because they didn't even start from a meaningful position. There is only an unknown female NPC standing before you that you're immediately able to have 'choices' for dealing with. Things might be different if they started like this, on the other hand:

    Code:
    Fruella: Hi, I'm Fruella. What the hell do you want?
    PC (only choice): Pardon me?
    Fruella: Everyone who comes in here wants something! I wish you'd all just leave me alone.
    PC: Fine.
    Fruella: Wait a minute. I'm just being crotchedy because my old man wants me to get married and I'm not ready. I'd rather go out and see the world first. Why are all men such jerks?
    PC: We're not all jerks, Fruella.
    Fruella: Sure, sure. That's what you all say. Prove it to me!
    PC: What would you have me do?
    Fruella: Go steal a chicken from Farmer Percy. Then I'll know you're for real.
    PC: Very well. I'll either use diplomacy, intimidation, or bullshit to get this chicken. You have my word. Farewell!
    
    This is of course a hackneyed example, but it illustrates that there is first a story, then action on the part of the PC. But what this means is that the player is forced to endure what at first appears to be utter linearity: they are railroaded through a series of verbal exchanges with no options for variability at all, at least initially. But in my view this is preferable. By taking the liberty of establishing some story and context at the outset, at the expense of immediate choices, we have secured a more significant hold on the player's imagination. They will in turn find the ensuing activity more compelling (in theory), despite the fact that they made no choices whatsoever on the way there. Or so I believe.

    The same case can be made for character alignment:

    Code:
    Fruella: Hi, I'm Fruella.
    PC: [kill Fruella immediately because you are evil]
    PC: [ignore Fruella because you are neutral]
    PC: [drop everything to help Fruella because you are good]
    
    While I acknowledge D&D's long tradition with the concept of alignment, I would greatly prefer a game that started the same for everybody and then changed when your alignment was subsequently determined, based on your in-game actions. That way you could moreso think on your feet instead of following a rigid set of generic guidelines. And just maybe a snapshot of the real you would emerge at the end. After all, another aspect of good fiction (although maybe a presumptuous one for someone of my skill level within a CRPG) is to tell us something about ourselves.

    So, is this all a legitimate approach/position, or am I talking out of my ass? Do players yearn to be presented with choices from the very beginning, or are they content to suffer through linearity if the eventual payoff is a richer, more immersive gaming experience? Do players want to follow the road of their alignment as predetemined by the ruleset, or might they be content to establish their alignment through their actions?

    Well, we've heard my side of the story; let's hear what you think. ;)
     
  2. Greylan

    Greylan Established Member

    Joined:
    Aug 17, 2007
    Messages:
    100
    Likes Received:
    0
    I agree all the way, it's definitely a legitimate concern. The concept of alignment in D&D has always been a constraint on character depth and development. I would definitely prefer that my character's alignment be established through choices and actions. It's unfortunate that so many game mechanics are tied to it: protection from good, evil, law, chaos etc.

    Also, being presented with choices is much better than suffering through linear dialog. When there can be only one outcome, the only challenge of dialog is how fast you can click through the responses, and the only reward is when it's over. Dynamic dialog that can have varied, meaningful consequences is always much more fun. :)
     
  3. erkper

    erkper Bugbear Monk Supporter

    Joined:
    Jun 3, 2006
    Messages:
    1,201
    Likes Received:
    7
    You know, I might get crucified for referencing Neverwinter Nights, but this points out one of the things I really liked about NWN. Not so much the OC, but in the expansions and especially some of the player-generated modules your actions had huge influence on your alignment. You started off as a set alignment under the rules of D&D (more or less) but as the game progressed your choices could change that to the point of having a Paladin who could no longer gain levels because she wasn't LG anymore, or a monk who couldn't advance as that class because he was no longer Lawful, etc. I even once had a character that started as a CG Barbarian and by the end of the module was a LG Barb/Pally multiclass!

    I would love to see this type of consequences built into ToEE, though I understand that it might be a programming nightmare to implement. (In fact, from what Gaear and Ted have said here and elsewhere, I suspect this might have already been implemented somewhere somehow if it wasn't a huge PITA to create.)
     
  4. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    I'm not entirely sure what you're advocating with respect to railroading. Are you arguing that everything should be initially railroaded and only allowed to branch later, or are you saying railroading is generally superior?

    My stance is that one should make an effort to allow everything that makes sense. And furthermore, player choices should be supported - the world should react in a convincing and coherent manner. The goal should be to simulate the range of choices you'd have in a pen and paper session as much as possible.

    All this, within reason, of course - for instance, I don't expect every single dialogue node to have checks for diplomacy, bluff, intimidate, spot, alignment, race, gender, etc, that would be a nightmare to script/write - it takes an engine with procedurally generated content to support that level of interactivity. The dialogue editor I'm yearning for would just bringe us a step or two closer to that.

    By the way, in my opinion, intelligent procedurally generated content is the holy grail and future direction of CRPGs - and already we're starting to see some experiments and games moving in that direction, like Facade, Dwarf Fortress, the Sims, Spore, and even Oblivion to some extent.

    As for alignment, this is also the subject of many debates. If you ask me, alignment should strictly be used to reflect your choices and state of mind. For the player it should be meaningless and transparent - you choose whatever you want, your alignment is just an input for spells like detect evil and such. It's too bad ToEE doesn't support alignment shifts, but then again it never placed much of an emphasis on character growth - as some have put it, you're just in charge of a multi-headed monster trampling through a dungeon (or Hommlet as it may be).
     
    Last edited: Jun 9, 2008
  5. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,945
    Likes Received:
    0
    I totally agree with you G. ToEE dialogue is flawed pretty badly.

    Furthermore, not only are the conversations boring but are also limited
    to only 5 responses. It seems that Troika made them in a hurry
    so that they could release the game. It's pretty painful that the
    characters have no depth, look at Arcanum for example. They
    did a marvellous job on fleshing out those characters and yet they
    screwed up here.

    IMO, Co8 has done an enormous effort to improve ToEE mechanics-wise
    (yes, there are still bugs, well tough luck), now it's time to improve the story.
    That's what the Tales of the Wild Coast was also about, we were discussing
    more consequences, like the occupation of Hommlet if the players are slow
    on stopping the Temple. The only problem with improving storyline/dialogue
    is the restriction we (I feel I'm part of Co8 too ;)) have imposed on ourselves
    is the character voicing. How are we going to improve the NPCs if we
    don't have voice-overs for them? Thank William the Conqueror (and some other
    guys who invaded Britain :p) that English is not a very inflection-oriented language
    so you don't have that much problems with chopping up the pre-recorded
    stuff. However, the number of words/conversations is limited and we may not
    be able to flesh out/develop unfinished/undeveloped plots and characters.

    Of course, we can circumvent the restriction in a way and change the non-voiced
    characters but they are usually minor ones who don't have any meaning to the
    plot.

    So... I say screw that restriction, period. The only way to make new storylines
    is to add new dialogues to major characters and joinable NPCs.
     
    Last edited: Jun 10, 2008
  6. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    Hear hear!

    (also, the way you center-justify your text makes it look like a poem :) )

    edit: ninja'd! :ninja:
     
  7. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,945
    Likes Received:
    0
    Hehe, I just changed that. :p Because it looked like a poem. :D


    OK. No more de-railing (as opposed to rail-roading) the topic. ;)

    @Sitra: I think the example with Fruella was supposed to show the
    idea that the world should be 'alive'. Characters/People have their
    way of conduct and behaviour and motivations. A conversation like
    this would not only get the player a little more involved in the game
    but, primarily it would put him in an unusual situation. Of course we
    should be avoiding situations where (as it happens a few times in the
    previously mentioned NWN) the player tries to sneak past some
    characters and a dialogue is simply triggered because the game
    designers wanted this-and-this to happen.

    Back on track again. I agree, it may be seen as a form of rail-roading
    but for the sake of an interesting/memorable game experience we should
    (sometimes) allow it, especially in dialogue.


    BTW. Noticed how many "road" oriented metaphors I've used in my posts?
    Unintentionally though. ;)

    Sorry for the Wall of Text effect. I need to learn making paragraphs shorter. :p
     
    Last edited: Jun 10, 2008
  8. thearioch

    thearioch Need More Cowbell

    Joined:
    Sep 16, 2007
    Messages:
    178
    Likes Received:
    0
    Sitra was talking to me, and while I haven't answered him yet about the technology, Gaear brought up some good points about usage, so I'll talk here a bit.

    1 )Linearity
    -------------
    Gaear is correct, many dialogs start out with choices instead of railroading the player into listening to a monologue. I agree with Gaear that this is wrong. What has happened is that Troika is trying to avoid a "pitfall" of the game with the arguably best written dialog -- Planescape: Torment. Many people praised the lavish dialog, and many people complained that they thought they were reading a book (last I checked, most schools say books are good, but what do I know).

    There are only so many ways to get background and other information into a game -- the manual (which only 1% of us apparently read), text on note items (read only by people who read the manual), and listening to NPCs drone on and on. Instead of giving the background in paragraph-length tect chunks (a'la Torment), ToEE could use saller lines broken up by active player interaction (what Gaear suggested). Instead, Troika just went for the money shots, and there is a certain sense of a void needing filling.

    In short, I agree with Gaear -- even if it sounds like railroading, it is really "establishing dialog." Unless the players actions are being determined, it's not really railroading, it's good writing.

    2) Alignment
    ---------------
    DnD alignment, as we all know, is like Party Politics -- register as one party, act that way your whole life. It sucks, but it's the rules. The main problem is that many people write aligned dialog like Gaear's example (evil does this, neutral does that, good the other). Hop on the Alignment Railroad.

    I've been experimenting with more "negative alignment dialogs" -- using alignment to deny a course of action rather than allow. More like "chaotic can't do this", etc. It allows Neutral a lot more variety, and then, when it's serious, you can preclude neutral as well.

    An example with my Althea dialog:

    o Not Lawful can advise Althea to ignore her father; she assumes PC means elopement and refuses, EVIL characters can clarify and move her towards killing her father (or just act like eloping was all they meant, honest)

    o Not chaotic characters can reinforce her father's right to rule

    o Lawful (Good) will offer to help her convert Marek (no Paladin should offer to help the heathens).

    Anyway, I tyr to avoid what I call stupid-evil.

    Just a few copers from...

    --thearioch
     
  9. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    Actually, Torment offered lots of choices.

    You could tell all of your potential party members to fuck off. You could even sell them to slavery. You could shove Morte back into the pillar of skulls. You could cement Dak'kon's status as your slave. Or do the exact opposite of all the above. It was great. It was fantastic. If ToEE had even half of that, it would've been my second favourite game (right after Torment :) )

    I don't see the need to arbitrarily introduce railroading in the beginning. If it makes sense, go ahead. If not, then not. If it doesn't make much sense but takes a colossal effort to provide more than one choice, then don't either.
    But you should always at least have the 'fuck off' option, except perhaps for the most fundamental things (e.g. telling Hrudek or the Lord Mayor to go stuff it in the opening vignette; might as well hit the quit game button)
     
  10. thearioch

    thearioch Need More Cowbell

    Joined:
    Sep 16, 2007
    Messages:
    178
    Likes Received:
    0
    And it is regarded as the best crpg ever for dialog. And by some as just the best crpg ever. And it sold like crap. People who ask me if I want fries with my meal thought there was too much text. And many choices implies much thought.

    Friends, modders, and fellow crpg'ers, I come here not to bury Torment, but to praise it. We will not see it's like again. At least not for money.

    --thearioch
     
  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,743
    Likes Received:
    374
    Never heard of it :blush:

    Damn fine post Gaear. As someone who writes "dialogues with choice and lots of alignment-specific stuff" you've given me a whole new way to think about story-telling. I like it: story-telling is what the text part of the game (if not the whole damn thing) should be doing.
     
  12. GuardianAngel82

    GuardianAngel82 Senior Member

    Joined:
    Oct 3, 2007
    Messages:
    3,481
    Likes Received:
    5
    How would such a choice-driven alignment determination game start?

    Could I now form a party with LG and CE in the same party? Or would they even have alignments? Or be neutral?

    Would the party's alignment be altered, or the individual characters'?

    Would it be easier to change the party's choices and the NPC reactions without fighting the existing programming so much?

    And to change the subject slightly, wasn't Livonya talking about this sort of thing last fall or summer?
     
  13. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,945
    Likes Received:
    0
    Shame on you Ted! :rant:

    I never know when you're joking so just in case:

    Planescape: Torment is thought to be the best (as in most
    ambitious) cRPG made for the Infinity Engine. It was more
    of an adventure game with heavy RPG elements (you can't
    die, and even if you do so in combat the game doesn't end)
    if you ask me, but nevertheless it was known for original character,
    well-written dialogue and non-linearity.

    http://en.wikipedia.org/wiki/Planescape:_Torment
     
  14. Tyrannar

    Tyrannar Wanderer in the dark

    Joined:
    Jan 3, 2008
    Messages:
    85
    Likes Received:
    0
    Really? Someone spent last decade in barrel..
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,743
    Likes Received:
    374
    Ahhh, PLANESCAPE: Torment. Yes, I have heard of that: the shorthand threw me. Never played it though - I will make it a point to :)
     
Our Host!