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

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

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  1. wizgeorge

    wizgeorge Prophet of Wizardy

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    I have written numerous versions of Fruella's dialogue and I use her in a lot of my modding experiments. I would totally re-write her dlg to a adventurer type scenario and get rid of the stupid marriage scenario. She's 3rd level and has experience. The family are loner outcasts not doing well at farming and have like 5cp. There is potential for a good storyline.
    Meleny is another potential prospect. Poor farmgirl becomes well-known,rich druid.
    One of my lines for Fruella is:[pc] Come with us. We'll get rich and famous;or dead.
     
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Thanks for all the replies, everyone.

    @wiz G - Fruella might be in line for a rewrite/restructure sometime. We shall see how this whole overhaul concept plays out.

    I should point out that I wasn't suggesting we actually attempt to change ToEE's alignment system. What we've got is D&D, whether we like it or not, so it has to stay in ToEE. But we can change the way we make use of it as pertains to dialogues. Personally I'm of the opinion that it should be ignored as far as 'checks' go. To say that a player can't do this or that thing because they signed up as a certain type at character creation strikes me as a form of railroading in itself. Let them have all have the options and then deal with the consequences later. I've used alignment checks to affect a PC's tone in conversation, but not much beyond that. e.g., a good PC might say 'thank you!' to a merchant after bartering; an evil PC might not say anything.

    I don't know that I was suggesting an arbitrary application; moreso it's use for a specific purpose as needed or desired, which is to serve as a vehicle to tell the game's story in greater detail.

    You've got the right of it, thearioch (at least the right of what I was trying to say). Thanks for the clarification. :thumbsup:

    Indeed, if done correctly it would make the world seem more alive, but the important distinction is the method used, which is taking the liberty of railroading the player initially so that you have the opportunity to enliven the world through immersive dialogue. (I'm starting to dislike the 'railroading' term, btw: it seems to autiomatically portray what could be considered a positive thing in a negative light. Maybe we should call it - or the practice I'm describing - something else.)

    I'm not sure why some of you guys still insist that there is some formal rule in place governing this. There are no restrictions, only a desire on the part of some of us to at least give consideration to the voiced character elements if possible. You obviously can't convert any given NPCs dialogue to an entirely new plotline, so in those cases, have at it. Go wild. But you'd be surprised at the things you can do. I know this from a great deal of firsthand experience.

    Don't be so sure that it's that easy. I've spent untold hours agonizing over that stuff to get it just right. But I think the effort is worth it. :)

    I'm not particularly suggesting that the practice must be implemented or anything like that, only testing the waters to see if people would tolerate it as a better (I believe) story-delivering mechanic. To be specific, I'm not saying railroading is generally superior across the board (that point of view would be kind of foolish); I am saying that it's use an an introductory element in NPC dialogues would facilitate better storytelling. And I'm going so far as to suggest that not accepting it's use (due to the limitations of the ToEE engine) will unavoidably inhibit the ability to deliver a quality story.

    You can look at it this way in a very fundamental sense: in a typical vanilla ToEE NPC dialogue, we have an introduction ('Hi I'm Fruella'), then choices, followed by (whatever number of) additional choices as the node branches out. In the dialogue I'm suggesting, you would have an introduction, then story exposition in whatever form (during which time the player does not get to make choices), then the choices.

    The questions at hand are really these: do players want to hear story, and if they do, would they tolerate the temporary suspension of the free-form environment to get it? Or do players prefer choices from the outset and not care about the story? (as thearioch says the french fry guys do). Both positions are legitimate, but based on the fact that so many people complained that ToEE has no story, I'm favoring the notion that they'd tolerate some 'railroading' in order to get one. At least I hope they will, because absent the technique's use I don't think we can really deliver a better story - at least not in a way that's meaningfully different from what we have now.

    Take my proposed Jayfie changes for example. I can't really make Jayfie an asshole (at least something other than a generic one) if players have to be given a choice on what to do with him after he says 'Hi I'm Jayfie.'

    I'm not familiar with this term. What is it?

    Yeah, I can't see that changing. Although I believe Ted's using some creative alternatives to expand the possibilities in KotB.

    Count one for the choices crowd. ;)

    ~

    Thanks again for all the input. :)
     
    Last edited: Jun 10, 2008
  3. maggit

    maggit Zombie RipTorn Wonka

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    Hehe try to do the same with a language that has over a hundred different inflexion markers. :D

    Though, I must say that you did a splendid job. Take the encounter with Turuko, Kobort and
    the gnolls for example. The first time I played Co8 I thought it was a vanilla encounter (note:
    I played vanilla ToEE a long time ago and had both of them in my party).
     
    Last edited: Jun 10, 2008
  4. Half Knight

    Half Knight Gibbering Mouther

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    I'm in favor of good dialogs. i'm the official babbler, so i like lots of blah blah. :)

    But you should have in mind that lots of players also don't want to lose time chitchatting, so maybe an option to go straigth to the point could be done?

    "-Dammit woman, i have a a temple to raid! Are you going to marry or not??-"
    "-You're ugly, smelly and of different species!! okay.-"
     
  5. thearioch

    thearioch Need More Cowbell

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    We could liven it up a bit by focusing on each NPC -- some may babble, some may be "just the facts", etc. Also, rather than just random rumors, put good rumors (for free) into lengthier conversations. Not necessarily different ones, but players who want to keep it moving and get rumors the old-fashioned way (paid for to a comely wench in a bar) can do it their way, and those players happier with digging for grains of sand should get equally rewarded.

    LOL, maybe reward characters who role-play (e.g., putting high scores in dialog skills) by not making them work as hard to get the info. A player who gives a PC a high CHA/Diplomacy may expect that the PC does the work, not the player.

    Just a thought.

    Alternately, we could control this by initial dialog options setting "play-style" flags.

    And finally, maybe make better use of the log book (or log items) to distribute info without making players walk through dialog trees.

    --thearioch
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    I'm fine with expositions in general, but I'd really have to see some examples to pass judgment.

    It means content generated on the fly, according to a set of rules, as opposed to hand-crafted content.

    For instance, Spore, instead of having pre-made creatures, animated and textured by hand, lets you piece together organs and members, and the game calculates the animations and behavior according to the creature's physiology.

    Dwarf Fortress creates a randomly generated world, and populates it with various creatures who build communities and go to war based on AI, creating a virtual world complete with its own history on the fly.

    Facade tries to do something similar with conversations - you type sentences/keywords, and the game characters react intelligently. There are also numerous chatbots around the web that try to mimick intelligent conversation, but there's still a long way to go. (I also hope that someday, advanced voice synthesizers will also be available that could replace voice actors, or perhaps rely on human input to shape the voice and emotion and then generate synthesized speech according to the guideline)
     
  7. ShadowDeth

    ShadowDeth Save Versus : Stupid

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    I think that (I believe this was the original question of the thread, although I'm not too sure...) a set dialogue that then turns into choices is the way to go within video games. I think it would be far too demanding to the scripters/writers to have to take into account all variables and decisions of past actions when writing dialogue and events for later on in the tale.

    I understand the realm Game producers are heading in now, but I don't particularly care for that style of story telling. I think games like TOEE, Fallout, Kotor have the correct method down - where you have a set of ends you need to acomplish, but your means may take you in different directions - but ultimately you are still killing Zugg, finding the water chip and fighting Revan. I dont think having hard, rail-roaded paths occasionally are bad. Being linear isn't evil, and for myself personally - linear stories are often times better written and supported.. and it's all about the actual experience for me. *What* happens in the cave you are forced to go into is what makes an adventure fun, not how I talked my way out of going to that cave.

    I think the integrity of the story suffers when you attempt to make it too malleable, changeable, crafted on the fly. I want strongly written characters and events, rather than content that is spread thin in efforts of supporting every possible outcome/choice.

    Choices are fine, and make the game more enjoyable - but I've never been the kind of gamer to get all huffy when my computer screen (or GM) tells me "The king offers a reward for finding the source of evil plaguing the caves to the north. He emphasizes it's in your best interests to take his offer etc"

    The creator is clearly telling you - "To keep my story going, you need to swallow this hook". That is acceptable, because RPG's while by definition need your varied responses and decisions, are still a story and the characters shouldn't be dictating the universe.. merely influencing it I think.
     
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