Archive for January, 2008

The 4 stories of Stage IV

Posted in Stage IV on January 31, 2008 by sentimentalgamer

So, since I’ve been so buried in engine work, I’d nearly forgotten what it was that I wanted to address with Stage IV in the first place. I did a little exercise just now to help remind myself what I wanted to do. I just wrote a short, first-person statement for each character that gives a general sense of what their motivations are. Here they are… nothing brilliant, but essentially what I think the stories will expand around. Oh, and btw… since I’ve yet to give names to characters, I’ve taken up the practice of referring to characters as follows: D = Dad/husband with cancer, M = Mom/wife, B = Boy/son of cancer man, and G = Girlfriend of B.

D:  I’m terrified at the idea of abandonding my children before they grow up, so I’m going to fight this cancer as best I can.

M: I fear the loneliness after D is gone, but I’m going to trust in God to provide for me.

B: I don’t see M’s God in any of this, but there’s got to be some reason for what’s happening. A man like D can’t just die and be no more, can he?

G: I know that I don’t fully understand how it feels to be B, M, and D, but I’m sad that B is pushing me away (and being a general jerk). But, since I’ve loved him, I’ll try my best to support him.

So there you have them… the roots of the 4 main stories. Essentially, those 4 motivations will collide and interact in what I hope is a meaningful way, but guess we’ll wait and see, ya?

Uncanny….

Posted in Uncategorized on January 28, 2008 by sentimentalgamer

http://playthisthing.com/pigeons-park

Pigeons In the Park

Weird… I think this, among all the games I’ve ever heard of or played in my life, is the one that comes closest to what I’m making (Stage IV). At least, in terms of design, not necessarily themes, content, or graphics. Yeah, it is sorta like hypertext fiction, but there’s something different about it that I can’t put my finger on (I’ve never really liked hypertext fiction, but this I think is pretty fun). Give it a download and play if you want to get an idea of what Stage IV will (god help me, hopefully) be like. Somewhat different, but kinda close.

To be fair, the scenario does remind one a bit too strongly of another scene…

Colored hair…. orange sweater… crazy urge to talk to random person who thinks he’s boring? Yep, thats Eternal Sunshine alright… but hey it’s not like it was the first of its kind either. I’m willing to forgive.

VOILA! What Stage IV needs is multiple perspectives!

Posted in Game Design, Stage IV on January 23, 2008 by sentimentalgamer

GOOD GOD, I’VE GOT IT!

So, I’m sitting here thinking to myself… man, Stage IV is really lacking in… well, I don’t know. It wasn’t turning out in my mind how I would like it. I was reconsidering how I’m going to change it so that it was more innovative, more meaningful, more directed, and I realized that I was going to need to change up my structure for convos. In essence, I before had a hierarchy of a conversation: There was a conversation, which contained topics, which contained “dialog groups”, which basically were the possible player lines. Each player line had a number of possible NPC responses.

Now this might have worked well, but I realized that it in many ways limited the dynamic part of the convo… it was too much like a simple convo tree between two speakers. Binary, you know?

Then that cued me into a deeper issue… this was a REALLY self-centered game. Everything revolved around you, the college kid who’s dad is dying of cancer. Obviously, that kid is me, and I wanted to talk about my experience. But it was a little silly; even the XML file structure revolved around the kid saying something, the NPC responding, then control shifts back to the player.

So, weirdly enough, by thinking of how I want to fix up the technical design, I came upon my gameplay innovation. What I want to do is change the bottom level of the hierarchy. Instead of having groups, which contain player lines, which contain NPC responses, which then link to another group, why not have groups which contain lines, which then link to another group?!? I know it sounds the same, but essentially, this means that it’s not so player centered… I can have 3 or 4 or however many people I want in a convo since NPC lines can link off to other NPC lines, etc… pretty nifty.

But then, I realized, convo structure hierarchy is generic enough that, quite frankly, there isn’t actually a distinction between an NPC and the live player in the XML file, so why not do the same in game?!? The game could be played from any perspective (The boy, the girlfriend, the mother, the father,…), not just the boy. Suddenly, this is a game in which you experience the story from any perspective! You simply control what your chosen character says, and the NPCs respond in the algorithmic way that I’ve set up!

Ok, so yeah… wow… as though I’m the first guy to make a game that you play from multiple perspectives, right? Certainly, such an astonishingly simple idea has never been attempted in the history of the human race. But hey come on… I know that the central concept isn’t exactly groundbreaking, but I think that in Stage IV, it’ll really prove to be something that changes the game. In one way, it’s the exact same game no matter who you choose to play as, just with different people/machines driving each character. But, as I noted in an earlier post, I sort of want the dialog choices that are shown not so much to be “your character can say this or this or this, all of which branch a lot”. I want it to be like “here’s what’s floating in your mind…. what’re you going to say?” For example, say somebody says “You look awful today, monkey man!” In a wide-open adventure game, you see options like:

1.) “That may be true. I have been slacking on my hygiene lately”
2.) “Ack! You shall die for your impudence!”
3.) “I’m sorry, but that remark has hurt my feelings terrible. Boo hoo.”

But in Stage IV, it’d be more like:

1.) “That may be true. I have been slacking on my hygiene lately”
2.) “Ah Christ… I’m sorry… I just haven’t been around a bath in awhile”
3.) “Yeah, I guess… ” (ambiguous)

You’re more constrained in your choices, but I hope that feels more like you’re an actual character rather than some freak who can say whatever he/she feels like.

I want to do that because I want to guide the player’s choices, not give them a blank-slate character to do with as they please. That sort of game is fun, but it’s never been my favorite. I like games where I’m given a character with an attitude about things, a way of speaking ,etc. In other words, I like role-playing, not role-making.

Anyways, wow I better try to hammer out how this while DialogGroup business will work. I dunno if I made it clear in this post, but I think it’ll rescue the game in that it’s not all about “Ben Ben Ben”; instead, it’s a game that allows you to see the same situation from multiple ways. Hey, that’s what games are all about, right (see Peacemaker)?

Mass Effect Bashing on Fox

Posted in Game Design, Game Politics on January 22, 2008 by sentimentalgamer

Tipped off to a video by GamePolitics.com where Fox News states their utter hate for all games with mature content and advances unsupported claims. Wrote a long email about it that took the better part of the morning to piece together (but hey, I didn’t have anything else pressing to do), so I figured I might as well post it on here for future reference. What follows is the email in its entirety:

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Spring 2008 at Cornell: (Hopefully) Stage IV’s semester

Posted in Random, Stage IV on January 20, 2008 by sentimentalgamer

It’s Sunday. It’s cold. It’s (almost entirely) snow-less.

But hey I still love being back.

Stage IV didn’t really get much motion over winter break. I really find it hard to do school work while home. But I just finished up most of the obligatory day-before-classes-start schedule rearrangement, and it looks as though I’ll have a nice chunk of time this semester for it, which makes me happy. Conversely, it looks like 3 out of 4 of my game design minor classes need to be taken this fall, which is, ironically enough, probably going to rule out a game project in fall. Oh well. I tried.

As of now, Stage IV consists of the work I did over summer + a bit during fall 2007, plus a little experiment in Windows GUI work for the editor.

I’m worried about how the project will go. That’s natural, I guess, but this isn’t going to be like Guardin’ the Garden or Music Monsters (the former, btw, failed to break into the 2008 IGF… but hey there’s always next year). The team I’m envisioning for Stage IV is myself doing programming/textual content creation, a photographer to get all the shots, and maybe another artist for GUI + other effects. Definitely a smaller team than usual. I’m considering whether I want to try to bring another programmer on or not (if I can even find somebody who’s interested). Obviously, the project can be a bit more ambitious with 2x the programming, but I’m not sure of two things:

1.) Is my current concept of Stage IV too much for me alone to do in the coming semester?
2.) If the answer to 1.) is no, then does the concept need to be expanded?

I’m torn because I’d rather not do a solo-programmer sort of game (I prefer teams…), but I’m just not sure that additional programmers would help. Guess I’ll have to see who’s signed up for 400/490 in the coming week and make the call then.