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| 29 OCT 2002 at 8:27pm |
| Deleted User | I used to dream about such a system when I was a kid. It would kick total @$$. But I think a good plot is something that need to be thought out by humans. Teaching a machine what would constitute for instance a good plot twist or an interesting character is, I fear, way out of our leage for now.
Isn't there a William Gibson novel where an AI makes art out of debris or something?
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| 29 OCT 2002 at 8:39pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | I think you could have a general plot with random subquests that fit into the storyline. That is, you could have a sequence of actions for a particular objective but each action that you need to do could change with each new game. Or, random response from characters. For example: "Excuse me, Mrs. May I have your panties?" "Yes, of course!" And, in the next game, she would say "No!". Then you have new things to do!
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| 29 OCT 2002 at 9:06pm |
| Deleted User | That sounds doable. Also, including multiple ways of solving a puzzle or even winning the game. KQ6 was great like that... I got so few points the first time around that I decided to go at it again. Lo and behold, I missed a third of the game! That was *sweet*.
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| 29 OCT 2002 at 9:19pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | THATS the best thing to do: a self adjustable difficulty setting. A novice player will go for the easier puzzle solutions. A veteran will like to solve a puzzle the hard way. Even the novice can try the hard way. If he gets stucked, then he'll return to the easy path. Clearly, KQ6 was great at it.
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| 29 OCT 2002 at 9:24pm |
| Deleted User | You callin' me a novice?!
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| 29 OCT 2002 at 9:30pm |
Agustín CordesGuild Master


Posts : 5696 Joined: 23 OCT 2002 Location: AR, Buenos Aires
Status : Offline | You callin' me a novice?!
Oops...
You've NO IDEA what an adventure game is!!!! LOL
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| 29 OCT 2002 at 9:32pm |
| Deleted User | Originally Posted By Rael (29 OCT 2002 9:29pm) You've NO IDEA what an adventure game is!!!!
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| 29 OCT 2002 at 9:38pm |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | I think the idea of a "self constructing" adventure is a pipe dream. About as attainable as a perpetuum mobile - basically you want something for nothing. Life ain't that easy
If you want total replayability, the entire story has to be random. There is the minor technical difficulty that no one knows how to generate a sensible random story, but let's forget that now. Much bigger problem is that frankly, I don't see how a random story could be any good, and why it should be. If everything is random (and if it wasn't, it wouldn't be inifinitely replayable), how can the story make any sense? How can there be an ultimate objective? How can there be a well defined hero?
I've played games with random quests - like Arena or Frontier. I wasn't terribly impressed. Sure, they were replayable... but who cares if they aren't very good to begin with? You might end up with something that's replayable but not playable
And to throw another spanner into the works... how would you write a walkthrough? Might be a bit of a poser
I forgot my sig.
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| 29 OCT 2002 at 11:29pm |
bleepnikPrivate Detective


Posts : 544 Joined: 13 OCT 2002 Location: US
Status : Offline | Originally Posted By MichalN (29 OCT 2002 9:37pm) You might end up with something that's replayable but not playable ROFL!
.gita
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| 30 OCT 2002 at 3:54am |
STooGE4444, EastCoastDoom...Schattenjger


Posts : 2099 Joined: 15 OCT 2002
Status : Online | CHANCES POINT TO NO...
multiple ways to do one puzzle, yes. But not rewriting a story. The computer woulnd't know if what it wrote was good. For all artifical agents there is an internal component called a critic, which receives stnadards from outside itself and sensory information from its sensors. Its job is to use the standards that it gets from the outside world and the sensors to see how well the agent is doing. There would need to be an exernal standard to guidel the agent in the right direction of a story, and that would obviously be a writer.
~rbeeler SVT &&Name's STooGE$$$$ Valpurgius TNT; it's not PLURAL&&[img]http://www.riseaboverecords.com/sleep/image/sleepfront.gif[/img]&&151.Generally speaking Sludge Doomsters are Angry, Gothic doomsters are sad, funeral doomsters are barely breathing, death doomsters are dirty, drunk and dribbling, Stoner Doomsters don't care, drone doomsters are out of it and traditional Doomsters are permanently pissed off, mainly with other doomsters
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