TAILIEUCHUNG - Game Design: Theory & Practice- P9

Game Design: Theory & Practice- P9: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 218 Chapter 11 Storytelling game-world and telling them the story as it happens. The Dungeon Master plans out in advance the locations the players will be exploring has some idea of what characters the players will meet in what locations and probably knows what major conflicts will be presented. The players though are in control of what parts of the level they investigate and how they conduct themselves with the different NPCs they may meet. For instance the DM probably does not have a script of what the different NPCs will say when approached. Instead he knows what their personalities are like and how they are likely to respond. When a player asks an NPC a question the DM is able to come up on the fly with a reasonable response. A clever DM will never have to say The NPC does not understand your question. As with the parent-child storytelling experience the DM will be able to keep the players on track with the overall story he wants to tell while allowing the players a considerable amount of freedom in how that story unfolds and perhaps even in how it resolves. Of course the problem in creating a computer version of an interactive storytelling experience such as the ones described above is that both require a human to be telling the story since a modern computer will never be able to dynamically come up with story developments as well as a human can. So the best a game designer can do currently is try to re-create such an interactive storytelling experience but in lieu of dynamically generating the story line anticipate all of the questions the player might ask places he might go and lines of dialog he might want to say. Of course this is a Herculean task and no matter how much anticipation the designer employs she will never be able to think of everything a player might try. At the very least the designer must try to allow for different playing styles and levels of inquiry into the story-world instead of pigeonholing the player into one way of playing the game .

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