4 ms·
I think there's sort of three broad categories here: Narrative "emerging" because the level of risk, broad array of "ways to fail" and/or simulation complexity
by p1necone 5y ago
I think there's sort of three broad categories here:
Narrative "emerging" because the level of risk, broad array of "ways to fail" and/or simulation complexity enables players to tell the story of their playthrough in an interesting way. (See: 'boatmurdered', Kenshi).
Narrative "emerging" out of inter player conflict and politics in large multiplayer games. See guild politics in PvP-with-consequences focused MMORPGS such as Lineage II (at least back in the day, it's a bit of a different game now), and EVE Online. (This sort of narrative blends with the first as well, see: http://www.wirm.net/nightfreeze/part1.html http://www.wirm.net/nightfreeze/part1.html)
Narrative "emerging" as a result of very intricate procedural generation that actually does create logically consistent histories and conflicts in a single player world. (See: Dwarf Fortress and Ultima Ratio Regum). I guess things like GPT generated dialog belong here too, but that hasn't really achieved the "logically consistent" part yet.
This article seems to exclusively talk about the first one.
- ksia 5y agoInteresting. So the more risk...more ways to fail...more suffering produces narratives...religion -> religious wars -> drama -> fun. Thanks for the categories. Havent thought about the differences too much before.
- p1necone 5y agoI think also because of that rich possibility for failure, heroic successes are also much more interesting tales in those same games.