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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="kenada" data-source="post: 9199189" data-attributes="member: 70468"><p>I came across an interesting bit on emergent storytelling in a sidebar in chapter 11:</p><p></p><p style="margin-left: 20px">Emergent storytelling, which we mentioned briefly in Chapter 10, is a research field that seeks to resolve the inconsistency between traditional gameplay experiences and traditional story experiences. A hypothetical emergent storytelling game would use gamelike emergent mechanics to create gameplay and an emergent progression system to generate dramatically interesting plot events without an author’s involvement. At the same time, it would somehow guarantee that the experience feels properly storylike, without repetition, randomness, reversals in time, or noncredible characters. Some efforts to create such a system have used artificial intelligence to search through possible future events in a plot the way a chess program searches for possible future moves in a chess game. Instead of trying to checkmate the king, the search algorithm tries to find an enjoyable plot. To date, no one has succeeded in building a full-game-sized emergent storytelling system. All the efforts thus far have produced only small prototypes.</p><p></p><p>You know what games are solving this problem? Tabletop role-playing games. The work of Baker, Harper, and others seems complementary to the work of Adams and Dormans. It’s not clear why it has to be either-or.</p></blockquote><p></p>
[QUOTE="kenada, post: 9199189, member: 70468"] I came across an interesting bit on emergent storytelling in a sidebar in chapter 11: [INDENT]Emergent storytelling, which we mentioned briefly in Chapter 10, is a research field that seeks to resolve the inconsistency between traditional gameplay experiences and traditional story experiences. A hypothetical emergent storytelling game would use gamelike emergent mechanics to create gameplay and an emergent progression system to generate dramatically interesting plot events without an author’s involvement. At the same time, it would somehow guarantee that the experience feels properly storylike, without repetition, randomness, reversals in time, or noncredible characters. Some efforts to create such a system have used artificial intelligence to search through possible future events in a plot the way a chess program searches for possible future moves in a chess game. Instead of trying to checkmate the king, the search algorithm tries to find an enjoyable plot. To date, no one has succeeded in building a full-game-sized emergent storytelling system. All the efforts thus far have produced only small prototypes.[/INDENT] You know what games are solving this problem? Tabletop role-playing games. The work of Baker, Harper, and others seems complementary to the work of Adams and Dormans. It’s not clear why it has to be either-or. [/QUOTE]
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