Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with...

47
expressive intelligence studio UC Santa Cruz QuestBrowser Making Quests Playable with Computer- Assisted Design [email protected] http://users.soe.ucsc.edu/~anne/ 13 December 2009 Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin
  • date post

    15-Jan-2016
  • Category

    Documents

  • view

    227
  • download

    0

Transcript of Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with...

Page 1: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio

UC Santa Cruz

QuestBrowserMaking Quests Playable with Computer-Assisted Design

[email protected]://users.soe.ucsc.edu/~anne/13 December 2009

Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin

Page 2: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 1

Two bandits approach, murderous intent in their eyes.

Page 3: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 1

Two bandits approach, murderous intent in their eyes.

Blizzard, World of Warcraft, 2004

Page 4: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 1

Two bandits approach, murderous intent in their eyes.

Blizzard, World of Warcraft, 2004

Page 5: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 1

Two bandits approach, murderous intent in their eyes.

BioWare, Dragon Age: Origins, 2009

Page 6: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Agency

The player actions available are supported by the dramatic probabilities of the situation.

- Wardrip-Fruin, et. al.

Page 7: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 2

The nightsaber population has grown too large.

Blizzard, World of Warcraft, 2004

Page 8: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 2

The nightsaber population has grown too large.

Paizo Publishing, Pathfinder Roleplaying Game, 2008

Page 9: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 2

The nightsaber population has grown too large.

Paizo Publishing, Pathfinder Roleplaying Game, 2008

Page 10: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Scenario 2

The nightsaber population has grown too large.

Blizzard, World of Warcraft, 2004.

Page 11: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Quest Agency

Quests lack the player actions to match the dramatic probabilities of the situation.

Page 12: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Computer Role-Playing Games

The main mechanic for choice is through combat.

Meanwhile, narrative is on a fixed trajectory.

Localized choices

Localized choices

Localized choices

Linear story Linear story

Page 13: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Quests

Players move through narrative in the form of quests.

Page 14: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Quests

A quest is “a goal-oriented search for something of value.”

-Jeff Howard

Edwin Austin Abbey, 1895. Sir Galahad finds the Holy Grail

Page 15: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Quests

A quest is a story-coated taskbuilt around game mechanics.

Blizzard, World of Warcraft, 2004

Page 16: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Tasks vs. Goals

Task-based quests tell the player explicitly what to do.

Goal-based quests guide the player.

Blizzard, World of Warcraft, 2004

Page 17: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Goal-based quests

Finding the solution the designer had in mind should not be the mystery the player is solving.

- Jeffrey Kaplan

"I want something that will attract attention but have no real importance.“ Lucasfilm Games, Secret of Monkey Island, 1990.

Page 18: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Goal-based quests

Multiple solutions allows for player creativity and lack of frustration.

Player creativity offers the ability to shape their own narrative based on choice.

Page 19: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Quest choice

Quests have the ability to contain interesting and meaningful choices.

Page 20: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Interesting Choice

Interesting choice - no clearly better option options are not equally

attractive the player must be able to

make an informed choice

- Rollings & Morris

shirt.woot.com. The Choice Was Not Hard, 2009

Page 21: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Meaningful Choice

Meaningful choice - discernable, noticeable effect integrated, significant impact

- Salen & Zimmerman

LionHead Studios, Fable II, 2008

Page 22: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Authorial burden

Creating quests with multiple solutions for multiple storylines requires an explosion of authoring.

Page 23: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

The Grail Framework

The Grail Framework is a large project created to address this explosion.

Page 24: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

QuestBrowser focuses on the top level of this issue.

Page 25: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

Multiple solutions of non-standard quest types can be difficult for designers to invent.

Page 26: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

ConceptNet is a common-sense knowledgebase represented as a semantic network

crowdsourced corpus

Page 27: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

QuestBrowser brainstorming tool

Page 28: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem:Reason:Solutions:

Page 29: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

forest

brook

bird

squirrel

fire

tree

mammal

Lays eggs

music

church

voice

happiness

song

heat

wood

burn

water

noise

Page 30: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

forest

brook

bird

squirrel

fire

tree

mammal

Lays eggs

music

church

voice

happiness

song

heat

wood

burn

water

noise

Page 31: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

forest

brook

bird

squirrel

fire

tree

mammal

Lays eggs

music

church

voice

happiness

song

heat

wood

burn

water

noise

Page 32: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason:Solutions:

Page 33: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

bird

flu

fly

fear cats

forest

feathers

Page 34: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

bird

flu

fly

fear cats

forest

feathers

Page 35: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason: Wild cats are terrorizing the birdsSolutions:

Page 36: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

cat

curious

milk catnip

out of the bag

not be wet

Page 37: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason: Wild cats are terrorizing the birdsSolutions: Kill the cats

Page 38: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

cat

curious

milk catnip

out of the bag

not be wet

Page 39: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason: Wild cats are terrorizing the birdsSolutions: Kill the cats(Stealth) Create moats around nesting trees

Page 40: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

cat

curious

milk catnip

out of the bag

not be wet

Page 41: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason: Wild cats are terrorizing the birdsSolutions: Kill the cats(Stealth) Create moats around nesting trees(Potion) Create catnip poultice to befriend cats

Page 42: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

cat

curious

milk catnip

out of the bag

not be wet

Page 43: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Example

Town: Forest SongProblem: Birds aren’t singingReason: Wild cats are terrorizing the birdsSolutions: Kill the cats(Stealth) Create moats around nesting trees(Potion) Create catnip poultice to befriend cats

Tempt cats in bags with milk - relocate

Page 44: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

QuestBrowser

Designer is still a key part of the design process.

QuestBrowser is not domain specific.

Page 45: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Conclusion

Making quests playable requires giving the player interesting and meaningful choices that support the dramatic probabilities.

Page 46: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Conclusion

Making quests playable requires giving the player interesting and meaningful choices that support the dramatic probabilities.

QuestBrowser was created to aid the author in designing for these choices.

Page 47: Expressiveintelligencestudio UC Santa Cruz QuestBrowser Making Quests Playable with Computer-Assisted Design anne@soe.ucsc.edu anne

expressiveintelligencestudio UC Santa Cruz

Thank You

Questions?

Anne [email protected]://soe.ucsc.edu/~anne/

Blizzard, World of Warcraft, 2004