May 18, 2000
Interactive fiction -- Most games have some type of story line
How games make stories interactive
Linear VS non-linear story telling – usually controlled by the author, non-linear games give the player more control over the plot at the least.
How well can books be
adapted? To make an interactive game… most books are linear à to become a game need to change the ending... or have
surprise endings
Dramatic unfolding:
1. Many games present the entire story all at once (in
the manual or opening game screens)
2. Better to deliver the plot in incremental
details/manner.
Design details -- graphic
design decision
1. 2D side scroller
2. 2D top down
a. Straight
b. Top down/ side mapàtop sideàroom
3. 3rd person ¾ view (Sim city)
4. 3D point of view
5. Point of view polygonal/ray caster
6. First person 3D point of view polygonal
7. Third person point of view – polygonal or pre-rendered
(quake) good approach for fighting games
Character creation
1. Give character depth
2. Give character attitude
3. Use of multimedia to add depth
Level design
1. What new characters and objects to introduce
2. What new obstacles?
3. What is the basic layout?
4. What is the design and color scheme?
5. What about difficulty changes?
6. New animation techniques?
7. Players moving between levels? Scoring or physical
barrier?
AI VS scripting
1. Scripting is easier to implement – game response is
always the same
2. AI algorithms are used to introduce non-determinately
to character actions
a. Works well with AI
i. Rule based reasoning – if statements and memory
ii. Probabilistic reasoning – fuzzy logic à probability logic
iii. Neural network – learn user behaviors à inputs and outputs connected via matrix
multiplication with weights inside network getting changed to increase or
decrease strength
Design dilemmas
Components of a text game – figure 15.1
Text based games