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	<title>Comments for Narcissism Incorporated</title>
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	<link>http://rooc.offtopicproductions.com/blog</link>
	<description>General mind-dump of Jonas Wæver</description>
	<pubDate>Wed, 20 Aug 2008 23:16:24 +0000</pubDate>
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		<title>Comment on Hamburg: Wir wollen in Beifall untergehen by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/12/hamburg-wir-wollen-in-beifall-untergehen/#comment-2658</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Sat, 16 Aug 2008 15:26:18 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=310#comment-2658</guid>
		<description>Heheh I could read the signage alright but you should see those damn ticket machines. They are CRAZY. I would've had to spend half an hour deciphering the thing, and I had a train to catch - Jeremiah was waiting for me.

http://tinyplanetblog.com/wp-content/uploads/2007/08/tickets.jpg</description>
		<content:encoded><![CDATA[<p>Heheh I could read the signage alright but you should see those damn ticket machines. They are CRAZY. I would&#8217;ve had to spend half an hour deciphering the thing, and I had a train to catch - Jeremiah was waiting for me.</p>
<p><a href="http://tinyplanetblog.com/wp-content/uploads/2007/08/tickets.jpg" rel="nofollow">http://tinyplanetblog.com/wp-content/uploads/2007/08/tickets.jpg</a></p>
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		<title>Comment on Hamburg: Wir wollen in Beifall untergehen by EER</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/12/hamburg-wir-wollen-in-beifall-untergehen/#comment-2652</link>
		<dc:creator>EER</dc:creator>
		<pubDate>Sat, 16 Aug 2008 09:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=310#comment-2652</guid>
		<description>Not able to read german bahnhof signage ... you disappoint me, Jonas! YOU DISAPPOINT!

Nah just kidding. Congratulations on the lines though :D</description>
		<content:encoded><![CDATA[<p>Not able to read german bahnhof signage &#8230; you disappoint me, Jonas! YOU DISAPPOINT!</p>
<p>Nah just kidding. Congratulations on the lines though <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /></p>
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		<title>Comment on The Central Concept by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2650</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Sat, 16 Aug 2008 02:03:17 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2650</guid>
		<description>Oh and a bit of clarification: The best solution right now is to string different generalized systems together. Combine an open-world game with a robust physics engine, and you already have quite a compelling game, as Mercenaries 2 and Far Cry 2 will both be keen to demonstrate this fall. That's a LOT of freedom for the player right there. Character interaction is where the approach currently stalls a bit, because there's no way to generalize that - it all has to be prescripted.

I don't think that's likely to change soon. Milton, you hit the nail right on the head when you called it "a million dollar idea" - that's exactly what it is, and that makes it worth keeping in mind and mulling over when I have nothing better to direct my thoughts at. I'm not Will Wright, so I doubt I'll ever actually figure it out, but maybe one day somebody else will have part of the idea and cause something to click into place in my head, or maybe &lt;strong&gt;I&lt;/strong&gt; will have part of the idea and somebody else will grab hold of it and add the missing pieces.

Until then, this blog is the best place to discuss it, because nobody here will roll their eyes at the uselessness of such a vague and unfinished idea.</description>
		<content:encoded><![CDATA[<p>Oh and a bit of clarification: The best solution right now is to string different generalized systems together. Combine an open-world game with a robust physics engine, and you already have quite a compelling game, as Mercenaries 2 and Far Cry 2 will both be keen to demonstrate this fall. That&#8217;s a LOT of freedom for the player right there. Character interaction is where the approach currently stalls a bit, because there&#8217;s no way to generalize that - it all has to be prescripted.</p>
<p>I don&#8217;t think that&#8217;s likely to change soon. Milton, you hit the nail right on the head when you called it &#8220;a million dollar idea&#8221; - that&#8217;s exactly what it is, and that makes it worth keeping in mind and mulling over when I have nothing better to direct my thoughts at. I&#8217;m not Will Wright, so I doubt I&#8217;ll ever actually figure it out, but maybe one day somebody else will have part of the idea and cause something to click into place in my head, or maybe <strong>I</strong> will have part of the idea and somebody else will grab hold of it and add the missing pieces.</p>
<p>Until then, this blog is the best place to discuss it, because nobody here will roll their eyes at the uselessness of such a vague and unfinished idea.</p>
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		<title>Comment on The Central Concept by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2649</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Sat, 16 Aug 2008 01:55:25 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2649</guid>
		<description>Well, look at Oblivion: In my opinion it's not &lt;em&gt;better&lt;/em&gt; than games in the Black Isle / Bioware vein (Fallout, Torment, KOTOR, Jade Empire, Mass Effect), but Oblivion is at least an honest attempt at implementing a different type of nonlinearity - one that's based around "spheres" of plot that don't influence each other.

How you handle one mission in Oblivion doesn't really affect how other missions can play out, and when missions are strung together, the strings are pretty much entirely linear. That allows you to make each mission as complex as you want because each mission is self-contained rather than part of a huge plot system that can get out of hand very very quickly.

I don't like that solution though. It makes your achievements feel worthless and your choices seem inconsequential (because, well, they ARE inconsequential). I prefer the complexity and the codependence because it makes for deeper and more satisfying experiences.

Again, for an actual "automated" system (sort of), look at Fable and keep a really close eye on Fable 2. Since all the character interaction was iconic a'la The Sims, every choice you made could have a consequence because the consequences were so simple: If you're evil, you get Evil points and people fear you - if you're good, you get Good points and people love you. It's an uncompromising generalization of character interaction, but it has a similar significant drawback to Oblivion's approach: You've simplified it so much, it becomes shallow and predictable. The consequences of your choices in Fable will never surprise you. Maybe they've improved that in Fable 2. We'll see some time around Christmas, probably :)</description>
		<content:encoded><![CDATA[<p>Well, look at Oblivion: In my opinion it&#8217;s not <em>better</em> than games in the Black Isle / Bioware vein (Fallout, Torment, KOTOR, Jade Empire, Mass Effect), but Oblivion is at least an honest attempt at implementing a different type of nonlinearity - one that&#8217;s based around &#8220;spheres&#8221; of plot that don&#8217;t influence each other.</p>
<p>How you handle one mission in Oblivion doesn&#8217;t really affect how other missions can play out, and when missions are strung together, the strings are pretty much entirely linear. That allows you to make each mission as complex as you want because each mission is self-contained rather than part of a huge plot system that can get out of hand very very quickly.</p>
<p>I don&#8217;t like that solution though. It makes your achievements feel worthless and your choices seem inconsequential (because, well, they ARE inconsequential). I prefer the complexity and the codependence because it makes for deeper and more satisfying experiences.</p>
<p>Again, for an actual &#8220;automated&#8221; system (sort of), look at Fable and keep a really close eye on Fable 2. Since all the character interaction was iconic a&#8217;la The Sims, every choice you made could have a consequence because the consequences were so simple: If you&#8217;re evil, you get Evil points and people fear you - if you&#8217;re good, you get Good points and people love you. It&#8217;s an uncompromising generalization of character interaction, but it has a similar significant drawback to Oblivion&#8217;s approach: You&#8217;ve simplified it so much, it becomes shallow and predictable. The consequences of your choices in Fable will never surprise you. Maybe they&#8217;ve improved that in Fable 2. We&#8217;ll see some time around Christmas, probably <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on The Central Concept by Milton</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2648</link>
		<dc:creator>Milton</dc:creator>
		<pubDate>Sat, 16 Aug 2008 01:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2648</guid>
		<description>What concerns me is that even with the development of technology (since Deus ex/fallout debut) the industry seems to be stagnated in therms of interaction complexity.

While every year graphics get better, the same cannot be said about characters reactions and freedom of choice in the storyline. Fallout multiple ways of solving problems and karma system are pretty much the limit and even games like KOTOR and Mass effect failed to make any significant advance (the games are great anyway) the problem is that this type of game requires a enormous team and thus the percentage of games with these features is much lower than what I would like.

Some kind of automated system would be nice, these types of games would be easier to make and consequently improve the quality. The good/bad/neutral guy system is kind of becoming uninteresting, but to find a more multifaceted viable alternative... hmm... well I guess that would be a million dollar idea :P</description>
		<content:encoded><![CDATA[<p>What concerns me is that even with the development of technology (since Deus ex/fallout debut) the industry seems to be stagnated in therms of interaction complexity.</p>
<p>While every year graphics get better, the same cannot be said about characters reactions and freedom of choice in the storyline. Fallout multiple ways of solving problems and karma system are pretty much the limit and even games like KOTOR and Mass effect failed to make any significant advance (the games are great anyway) the problem is that this type of game requires a enormous team and thus the percentage of games with these features is much lower than what I would like.</p>
<p>Some kind of automated system would be nice, these types of games would be easier to make and consequently improve the quality. The good/bad/neutral guy system is kind of becoming uninteresting, but to find a more multifaceted viable alternative&#8230; hmm&#8230; well I guess that would be a million dollar idea <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /></p>
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		<title>Comment on The Central Concept by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2635</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Fri, 15 Aug 2008 16:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2635</guid>
		<description>"We can't do 100% realistic character interaction, so let's not do it at all."

I think so ;)</description>
		<content:encoded><![CDATA[<p>&#8220;We can&#8217;t do 100% realistic character interaction, so let&#8217;s not do it at all.&#8221;</p>
<p>I think so <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>Comment on The Central Concept by Lawrence</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2634</link>
		<dc:creator>Lawrence</dc:creator>
		<pubDate>Fri, 15 Aug 2008 15:48:39 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2634</guid>
		<description>Are you saying BioShock chickened out?

I think not!</description>
		<content:encoded><![CDATA[<p>Are you saying BioShock chickened out?</p>
<p>I think not!</p>
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		<title>Comment on The Central Concept by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2633</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Fri, 15 Aug 2008 15:22:04 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2633</guid>
		<description>We have a term for that though. To "chicken out".</description>
		<content:encoded><![CDATA[<p>We have a term for that though. To &#8220;chicken out&#8221;.</p>
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		<title>Comment on The Central Concept by Lawrence</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2632</link>
		<dc:creator>Lawrence</dc:creator>
		<pubDate>Fri, 15 Aug 2008 15:16:40 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2632</guid>
		<description>Ooo, yes, let's have only crazy monsters in our next game!  They still get excellent voice acting, but it can be completely random :-D</description>
		<content:encoded><![CDATA[<p>Ooo, yes, let&#8217;s have only crazy monsters in our next game!  They still get excellent voice acting, but it can be completely random <img src='http://rooc.offtopicproductions.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /></p>
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		<title>Comment on The Central Concept by Jonas</title>
		<link>http://rooc.offtopicproductions.com/blog/2008/08/14/the-central-concept/#comment-2629</link>
		<dc:creator>Jonas</dc:creator>
		<pubDate>Fri, 15 Aug 2008 14:31:19 +0000</pubDate>
		<guid isPermaLink="false">http://rooc.offtopicproductions.com/blog/?p=312#comment-2629</guid>
		<description>There's so much carry-over between the missions in TNM that it's still pretty chaotic, but we could've planned it better. We could've made flow charts from the beginning, keeping track of the different possible permutations of the game and then checking them off one by one as they were tested. I'm sure there are ways to automate parts of the testing too, if we had uninhibited source code access.

Anyway, I'm not saying it's possible to allow everything the player can come up with right now, but steps have already been taken to generalize certain parts of games. I've already described what Havok did for object interaction above, but the same can be said for open world design and player movement - instead of designing particular paths through each level as they did in DX, with an open world you can just design a whole city and let the player pick any path he wants.

Doubtlessly, the final bastion for this generalization will be realistic character interaction. It's already possible to generalize it by simplifying it immensely - Fable and The Sims, for example, both employ iconic character interaction towards this end. Currently you just have to simplify it quite a bit more than I'd like.

Of course another approach is to simply eliminate character interaction completely, like in the Shock games.</description>
		<content:encoded><![CDATA[<p>There&#8217;s so much carry-over between the missions in TNM that it&#8217;s still pretty chaotic, but we could&#8217;ve planned it better. We could&#8217;ve made flow charts from the beginning, keeping track of the different possible permutations of the game and then checking them off one by one as they were tested. I&#8217;m sure there are ways to automate parts of the testing too, if we had uninhibited source code access.</p>
<p>Anyway, I&#8217;m not saying it&#8217;s possible to allow everything the player can come up with right now, but steps have already been taken to generalize certain parts of games. I&#8217;ve already described what Havok did for object interaction above, but the same can be said for open world design and player movement - instead of designing particular paths through each level as they did in DX, with an open world you can just design a whole city and let the player pick any path he wants.</p>
<p>Doubtlessly, the final bastion for this generalization will be realistic character interaction. It&#8217;s already possible to generalize it by simplifying it immensely - Fable and The Sims, for example, both employ iconic character interaction towards this end. Currently you just have to simplify it quite a bit more than I&#8217;d like.</p>
<p>Of course another approach is to simply eliminate character interaction completely, like in the Shock games.</p>
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