Narrative Sorcery: Coherent Storytelling in an Open World

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  • čas přidán 7. 12. 2020
  • In this 2017 GDC session, Inkle's Jon Ingold outline how inkle Ltd designed and scripted the game to work in an ad-hoc fashion, using defensive logic to ensure the story gets told and makes sense in an open world setting.
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Komentáře • 125

  • @chriswahl1337
    @chriswahl1337 Před 3 lety +167

    And the Game-I-didn't-know-I-need-to-play Award goes to...

  • @MinosDaedalus
    @MinosDaedalus Před rokem +48

    It is amazing how a game from a small German developer studio in 2002 does a lot of this stuff he talks about and does open world so well that it is still unrivalled to this day. One of your very first task in Gothic 2 is to enter a city to acquire a certain item. Now, because you look like a beaten bandit the city guard won't let you through because the country suffered from a big wave of escaped convicts, so they won't let everyone in freely. Now there are several ways to enter the city: you can bribe the guards, but this requires a good amount of gold coins that is hard to come by at the beginning. You can buy or work for proper farming clothes, so you can pretend you're a farmer; or you can steal the clothes from the landlords chest (you shouldn't be seen in those clothes, though, because he will attack you for thievery). You can also get a permit from a travelling merchant who gives it out for free but will ask for a favour in return later in the city. If you talked to the right guy you get the information that you could disguise yourself as herbalist merchant but to be convincing you'll need at least ten of the same plant or herbs. Or you could just venture off the safer beginner's path, sneak past hostile NPCs that are way too strong for you, jump down to the coast and swim around the city walls into the harbour and get into the city that way. If you do it that way, the game even acknowledges that you didn't enter by any of those other methods, grants you bonus XP and a NPC comments on your "Didn't see you get in by the city gates. Did you swim all the way?".
    So what happens is that the game feels much more like a simulation, simulating a living world that reacts to your actions. But you don't need to necessarily trigger a certain quest to open up options. Of course, to act like a herbalist, someone needs to give you that idea. But how you get the money or clothes is completely quest-agnostic and up to you. In fact, you could wander somewhere else entirely, Gothic 2 being an open world game. It's "level design", though, confronts you with enemies you won't be able to tackle on until you're stronger, so the game soft-forces you along a "linear" way. However, there's no level gating. If you put every early skill point into combat, you can get to places with a level as low as let's say 4, while someone on level 10, having spent skill points into thievery and crafting, will have a much harder time.

    • @ruolbu
      @ruolbu Před 8 měsíci

      I was thinking about this all the way through this video. And it helped me understand why so many games since then don't feel quite right to me

  • @TESkyrimizer
    @TESkyrimizer Před 2 lety +27

    Literally the best GDC I have ever seen about non-linear narrative design. Only took me like 3 watches to understand what he was talking about but now I'm gonna scrap the current quest design in my prototype.

  • @paultapping9510
    @paultapping9510 Před rokem +16

    The magic system in Sorcery isn't just cunning it's utterly incredible. Every spell has a 3 letter word, and some of them have a required item, players can only read the spellbook between game sessions, and can only cast spells they have actually, irl, memorised. There are several spells that are just obviously good, ZAP, NOK (opens locked doors) etc. but many were very contextual and specific, but if used correctly could give you massive rewards/cool new content.
    I can still remember that small pebbles explode with the spell POP!

    • @MojoBeast
      @MojoBeast Před 7 měsíci +3

      The real EUREKA moment was figuring out that there were secret spells that you can cast just by experimenting with the letters. Blew my mind. 🤯

  • @naytron210
    @naytron210 Před 3 lety +110

    This is excellent stuff! Systematizing the flow of causality in a simple and meaningful way that allows for full player freedom and responds to the player... world class.

  • @user-oi2wh4sb8r
    @user-oi2wh4sb8r Před 3 lety +45

    This video blew my mind. I never think about this...

  • @jpd466
    @jpd466 Před 2 lety +21

    This is my favorite GDC talk. I keep coming back to it.

  • @Te3time
    @Te3time Před 4 měsíci +3

    Watching this talk again after playing bg3 is great

  • @Lunareon
    @Lunareon Před 3 lety +47

    Thank you for this brilliant talk! Now I can't stop thinking about how grinding could appear in a choose your own adventure -book: a varying loop of turning pages and throwing dice, which annoyingly repeats every time you're trying to do something? It would be an infuriatingly ridiculous concept for sure. xD

    • @shadethenovice
      @shadethenovice Před 3 lety +14

      Interestingly, there is grinding of a sort in Sorcery Part 2 that involves going to a gambling hall and grinding (by rolling dice) at the hall until you have enough money to buy certain expensive items from the market outside the hall.

  • @andreanderson626
    @andreanderson626 Před 3 lety +15

    This incredibly, exactly what I've been looking for. Thank you for breaking it all down like this.

  • @rozalindachesebro
    @rozalindachesebro Před měsícem +1

    The Witcher example is astounding, because so much of The Witcher 3 *does* let you do quests out of order. I played one of the quests on the main path before I was prompted to go there just because I was wandering around in the area looking for fun quests to do. It blew my mind when Yenn told me "you need to go help this werewolf (different quest) and that should help lead us to Ciri." Because I had already met that werewolf and helped him, and was surprised that they let me break the sequence that way, Geralt even had a bespoke line to tell her that he already did it. The lead quest designer from CDPR gave a GDC talk where he talked about another main-line quest that lets you complete it before triggering the first step, too. Maybe it's because these are examples of side quests that are interwoven into the main quest and not just side quests that are just dotted around the map? Not sure what exactly the difference is, if the main quest won't progress until you complete it, it's not a side quest. But whatever lol, point is, you can do a lot of quests out of order and it's interesting to me that they neglected it in other places.

  • @pedrobelluzzo
    @pedrobelluzzo Před 2 lety +14

    This is actually a masterpiece. Thank you very much for this talk!!

  • @DavePelletier_
    @DavePelletier_ Před 3 lety +26

    Very good talk... I already have ideas on how to use that in my current game. Much cleaner and simpler than what I did before.

  • @EgonSupreme
    @EgonSupreme Před rokem +3

    But this "Sorcerer!" model *is* how quests work in some open world rpgs like Fallout (at least 1, 2 and NV).

  • @baronvonbeandip
    @baronvonbeandip Před 2 lety +13

    Now whatcha do is combine this with Tarn Adams' Villains update talk. You put hooks and state machines in every direction and you're off to the races.

    • @mohandasjung
      @mohandasjung Před rokem

      Oh, could tou share the video about villains you are talking about? It seems very interesting!

    • @ifcoltransg2
      @ifcoltransg2 Před 7 měsíci

      "Tarn Adams - Villains in Dwarf Fortress", from the channel Roguelike Celebration, is probably the one.

  • @Bloodlinedev
    @Bloodlinedev Před 9 měsíci +1

    This is an utterly brilliant talk and answers my biggest question about game structure and narrative design. Thank you so much!

  • @franciscoaltomonte2285
    @franciscoaltomonte2285 Před 3 lety +3

    Amazing talk. Truly incredible and extremely well explained. Thanks!

  • @RolandTitan
    @RolandTitan Před rokem +3

    *frantically taking notes*
    I am so going to make something amazing off of this talk alone, thanks.

  • @AntKneeLeafEllipse
    @AntKneeLeafEllipse Před 2 lety +13

    This whole talk, I found myself thinking a lot about Majora's Mask, and wondering what Jon's comments would be on the narrative structure of that game.

  • @diggygenetics8227
    @diggygenetics8227 Před 3 lety +12

    This video deserves a second watch. Maybe even a third.

  • @LK-3000
    @LK-3000 Před rokem +4

    Wow. I'm only half way through and I've already gained so much insight into planning a game like Sorcery. This is exactly what I need--the thinking behind the scenes. The only question I would have is does having an open world and so many adventures cost in terms of the size of the game? Or is it not an issue ina text-based game? Excellent video. Thank you!

  • @simonchen6698
    @simonchen6698 Před rokem

    Absolutely fantastic talk. My brain is sizzling!!

  • @JL-qf3hq
    @JL-qf3hq Před rokem

    Such a wonderful presentation!

  • @YondaMoegi
    @YondaMoegi Před 3 lety +10

    Inkle’s and Failbetter Games’ presentations are my favorite

  • @FoShizzle2319
    @FoShizzle2319 Před 3 lety +3

    excited to be early to a narrative post!

  • @johnhargestam
    @johnhargestam Před 3 lety +1

    Excellent talk!

  • @Jilluminum
    @Jilluminum Před 3 měsíci

    Sorcery! Is the best game I have ever played or ever will play. It changed my life and I don't think that experience will ever be topped for me

  • @GeorgeFrick
    @GeorgeFrick Před rokem +1

    Event Sourcing applied to quest state, pretty nifty.

  • @bepkororoti8019
    @bepkororoti8019 Před rokem

    Outstanding! Cheers

  • @ultimaxkom8728
    @ultimaxkom8728 Před 2 lety

    Awesome talk!

  • @guybrushmonkey97
    @guybrushmonkey97 Před rokem

    Such a great talk

  • @Joov79
    @Joov79 Před 3 lety +1

    Groundbreaking work! 💥

  • @pufthemajicdragon
    @pufthemajicdragon Před rokem +4

    32:45 - You say "these are not quests" but this sounds like a generalized version of The Elder Scrolls quest system, which is essentially a list of linear / causal state machines, some of which are visible to the player and contain plot information.

    • @sub-jec-tiv
      @sub-jec-tiv Před rokem +1

      Except think of how many Elder Scrolls missions are basic fetch quests like he describes. Fairly different in how a player experiences the game from what he’s discussing.

    • @pufthemajicdragon
      @pufthemajicdragon Před rokem +1

      @@sub-jec-tiv Have you ever spun up a TES game editor and looked at how the quest system functions under the hood? (Or even played a TES game?)
      I'm guessing no. Because what you're talking about is not the quest **system** but the implementation, so you don't have a clue how the system itself works. And the "basic fetch quests" implementation you're referring to accounts for a fractional percentage of the number of quests in any given TES game. All of the procedural bounty quests in Skyrim operate using the exact same quest system as the entire main quest, the entire civil war quest, all of the crafted side quests, and hundreds of hidden quests that drive thousands of different behavior trees, creature spawns, boss fights, weather systems, map changes, and dialogue options throughout the game. (Same is true for Oblivion, though it didn't have the procgen system yet. I won't comment on Morrowind since I haven't cracked open its construction set, but I would imagine it's very much the same since it was built using the same gamebryo/netimmerse engine.)
      I don't wanna be rude, but your comment oozes ignorance.

    • @BurstVessels
      @BurstVessels Před rokem +1

      Yeah of course it LOOKS like that system, which I remember using in Morrowind to just punch into the console something like "questname_state_65" to unbreak a quest because it had become impossible to fulfill due to some circumstance unforseen by the devs. That's because, as pointed out in the talk, hitting those states is a player target. This is in contrast to the ink system of encounters which are robust enough to happen no matter what, regardless of whether you have hit any state at all. Hence "Ready Myself". (Even if hitting some encounters totally unprepared results in a game over). I will say there was some subtlety in a few of the Morrowind quests that had optional "grace note" states that players wouldn't necessarily reach, and I think there were also quests that could be started in different ways. I believe all quests are complete at 100, but you could get lower values in any order and start the quest with any value.
      But at this point I think devs like Bethesda have no excuse not to step it up to this far more robust system. Especially if you're going to have gigabytes of voiced dialogue this system allows your writers to work economically with dialogue, make the stuff that doesn't matter "competent but not interesting," so that the interesting stuff can actually be interesting and not just more drivel. There are so many useful lessons for devs to learn from Inkle in designing stories.
      I will say, the simplicity of being able to use the console to fix quests in Morrowind was really convenient. I made Gentlemen Jim Stacey disappear by completing the Thieves' Guild quests before starting his Bal Molagmer quests, so I simply summoned him using the console in fun and evocative locations like a meetup with a retiree.
      People do the equivalent of "console cheat" runs of Inkle games using save editing, but that requires basically an all-day research project so it's usually more convenient to just reach whatever desired state via gameplay. I'm still bitter that the No Beacons All Serpents run in Sorcery 3 requires staring at your map screen for an hour waiting for a hole to open up. I'd almost rather just save edit than do that.

  • @dontnormally
    @dontnormally Před 2 lety +1

    7:30 is there some reason we skip the slide with Sorcery 4? I would have liked to have seen that

  • @Atestinal
    @Atestinal Před rokem +2

    I'm so backlogged right now, but I totally wish I could give this game series a try. It's even on sale right now wtf

  • @camille-jeanhelou4444
    @camille-jeanhelou4444 Před 2 lety

    Very interesting

  • @KRG30001
    @KRG30001 Před rokem

    Such a great game

  • @nintendude794
    @nintendude794 Před 2 lety +6

    2:11 “it was incredible, it was magic, it was… Sorcery!” Missed opportunity there ;)

  • @jasondclark
    @jasondclark Před 3 lety +24

    I wonder how they dealt with 'reminders'. If the player has started an encounter and run off to do some other encounter, how can a player remember that there is an encounter that is unfinished.

    • @birdeynamnam
      @birdeynamnam Před 3 lety +7

      Horizon does it through voice lines. For example, every time you encounter a creature that you haven’t “unlocked”, she says “I wonder if there’s a way to find more data on these creatures” or something.
      It took me forever to figure out what it meant, though, and then I felt stupid. So I’m not sure if it’s the best solution 😅

    • @joningold5256
      @joningold5256 Před 3 lety +74

      Largely, we don't. If you walk away, the plot line finishes itself; or expires; or causes some consequence; whatever makes sense depending on the plot. We treat "wandering off" as an active choice.

    • @sub-jec-tiv
      @sub-jec-tiv Před rokem

      @@joningold5256 This is now the 3rd time i’m back to this and your Heavens Vault video. Now i have to go play all your games. Have been secretly making notes for a decade to create my own personal game, and this is really seeming like a process that’d work for my ideas. In fact just “gradually pouring tons of stuff into buckets and creating structure as it emerges” is how i make all my art & music. 😂 i don’t mind it being kind of a pain, as long as the result is magical-ish.

    • @simonchen6698
      @simonchen6698 Před rokem

      @@joningold5256 What a great solution!

  • @Venomine95
    @Venomine95 Před 2 lety

    10:41 SHOTS FIRED

  • @henrykkaufman1488
    @henrykkaufman1488 Před 3 lety +3

    To anybody interested in a strategy game employing these ideas: look at King of Dragon Pass and the recent sequel.

  • @oneheadead
    @oneheadead Před 2 lety +6

    "you cannot have grind in a branching narrative game world", tell that to twine or renpy game devs!

    • @TESkyrimizer
      @TESkyrimizer Před 2 lety +1

      SHUT UP AND DISTRIBUTE 239 BUSHELS OF WHEAT.
      REPEAT UNTIL DAY 30.

  • @megatinystudio8111
    @megatinystudio8111 Před 3 lety +9

    Very enjoyable talk, but I'm not sure your solution of basically having the radiant quests from Skyrim but they automatically fail if you return to the characters house too many times is that great.

    • @redfiend1670
      @redfiend1670 Před 3 lety +16

      It's more of, "if you pick up a story beat and ignore it for too long, it is resolved in other ways". Skyrim has no urgency for anything because the story only moves when you do. The base story is the literal end of the world caused by the First of Dragon kind, come to destroy the civilizations of Men and Mer. Completely ignoring that quest chain has absolutely no consequences, and every character outside of that quest chain acts almost exactly the same whether you initiate the next quest step or not.
      You can literally bugger off to Markarth Solitude, or anywhere else, complete the thieves guild, companions, and college of winter hold threads, and still get treated like an escapee on your first encounter of Riverwood, or an asshole by Irileth when approaching Balgruf for the first time.
      Dragons don't spawn in the sandbox if you don't fight the first one outside of whiterun. The only ones that do are the story beat Dawnguard bosses for their respective battles.
      If skyrim had an encounter-state system like the one described in this talk, the world would react to the overarching threat regardless of your progress, with the possibility of an actual fail-state.

    • @thedanish5523
      @thedanish5523 Před 2 lety +8

      @@redfiend1670 This is a very late response (apologies for the ping it will generate for you!). Skyrim's problem is the narrative DOES have a sense of urgency, but the game rules don't require you to act upon the urgency. For example, after you kill your first dragon, everyone says you must go talk to the greybeards right away (there's even side dialogue to the effect of "Don't keep the greybeards waiting"). But there is no consequence or change for going off and doing your own thing.
      The thing is, in an Elder Scrolls game I prefer the ability to go off and do my own thing at any point. This is supposed to be the main calling card of TES - be anyone, go anywhere, do anything, at any time. For a TES game, the narrative should be structured in a way that makes this natural.
      Morrowind did this well. The main story was clearly important with a sense of dire weight, but it also didn't push you to act urgently. There are even moments near the start of the narrative where the main questgiver says "Good, you're here. Take some money and go establish a cover identity. Join a guild, do some quests, level up, then come back when you're stronger. Or if you think you're ready, we'll get started." The narrative naturally ENCOURAGES you to do your own thing, but leaves a natural option for moving forward if you wish. And then there are some rare moments in Morrowind's main quest that do take on a level of urgency (when the Tribunal Temple becomes more hostile), and there are real consequences (i.e. if you're a Temple member, you can't do any of its quests until you advance the main quest to the point where the Temple is no longer hostile).
      I love Skyrim but I often avoid the main quest precisely because it fights against the game's message of "be whoever you want, do whatever, go wherever, at any time". If I do decide to pursue the main quest, I often have to build elaborate roleplaying reasons in my head for why my character is ignoring the urgency of the main quest (an approach that worked once or twice but lost power for me after a while).
      I don't think the problem with Skyrim is that the quest design is bad and an encounter design would be better. Rather, the problem is the narrative pacing doesn't support the game's own open world/freedom quest design.

  • @93Russki
    @93Russki Před 3 lety +3

    As a consumer, I love to see that kind of stuff

  • @jonhadley5768
    @jonhadley5768 Před 2 lety +2

    Fellow live audio gang: the reflections in this lecture hall, my god lmao

  • @ipuppysmith8428
    @ipuppysmith8428 Před 3 lety +38

    I have plenty of respect for Jon Ingold, but this talk makes me think he should research The Witcher 3 some more. Many of the criticisms he holds are true for most open world games (and some are true of TW3 also), but of all open world games I have played, it also does far more of the things Jon advocates for than it does not - e.g. the analogous wolf scenario.
    I was personally incredibly impressed by all of the edge cases that led to unique lines of dialogue or outcomes. Watching some of the videos from xLetalis would be a quick way to research just how in-depth some of the branching in TW3 can get. Certainly, the entire game is not this way, but it deserves far more credit than Jon is giving it here.
    Also, there are plenty of other open world games to use as a bad case for a lot of these criticisms.

    • @unkindled_dreg
      @unkindled_dreg Před 3 lety +4

      Yup, definitely felt the same way.

    • @joningold5256
      @joningold5256 Před 3 lety +54

      I played it for 12-15 hours, and was directly referencing the experience I had playing a particular quest. I should stress I'm definitely not saying its a "badly built" game or any such thing! But the way it was made limited its ability to respond to the micro-decisions that I happened to make as it played out.
      Also, I used the Witcher as example precisely it doesn't *need* me to give it credit, and I can nitpick at it all I need to without hurting anyone. It's a strong contender for game of the decade, and nothing I say is going to change that!

    • @unkindled_dreg
      @unkindled_dreg Před 3 lety +6

      @@joningold5256 Thank you for the reply, and the talk was really interesting, so was your presentation. I think the OP and I felt the way we did because you are picking on a game that has done rather well.

      As someone who played all the Witcher games and the Shamutanti Hills, I'd argue that the comparison in terms of narrative is a tad bit unfair (this is of course my opinion as a consumer, I am not a game-dev), since I find both the games offer me different emotion. I am not playing them for the same reasons.
      However, playing the devil advocate here, it would've been even more spectacular if Geralt's world responded in a way you described choices and action in your presentation. But was it necessary? Again as a gamer, I didn't think so.
      Many NPC responses to changes in their world seemed to be quite well done for a game of Witcher's scope. For instance, when you take out a monster plaguing the village, the NPC's walking around does briefly mention it as you pass by. The mission about the Witches in the woods is part of a much bigger plot, and it does make absolute sense that you did not find them earlier and you see them there a bit later in-game.
      However, your comparison did emphasize your 'key-point' and I guess that was the main goal of the talk.

    • @joningold5256
      @joningold5256 Před 3 lety +36

      ​@@unkindled_dreg Thanks for the response. And indeed, I'm not attempting an analysis of the Witcher; more just using a familiar example to get people thinking about the right kinds of issues. You've got use a real world example, really, so I prefer to "punch up."
      Are more subtle responses necessary? Who knows?!? For myself, I'm interested in designing experiences that react more fluidly and have fewer things you simply have to accept due to game-logic; but that's a totally subjective measure. Ultimately, if you like a game, you'll forgive it whatever rules it has (and all games will always have some rules.)
      The one thing I will say is that every time a game does notice a "little thing" the player has done, it's always a great moment, and I think some of the systems we've used can help to generate more great moments.

    • @academyoffetishes162
      @academyoffetishes162 Před 2 lety +1

      @@joningold5256 Is there anywhere, a blog article perhaps, where I can see more examples? I'm especially interested in where you start: do you come up with the quest then figure out a state machine, vice versa, or you bounce between the two organically? How do you determine that the peasant needs 2 state machines vs 1? How do you determine that the wolf needs 1 vs 2?
      PS: I bought Sorcery 4 after watching this and I'm glad I did. Great game!

  • @skeletronica4377
    @skeletronica4377 Před 9 měsíci +1

    Can anyone explain how these linear state-trees/machines are implemented in the inky language he demos please? I see individual variables but no indication of linking

    • @ifcoltransg2
      @ifcoltransg2 Před 7 měsíci +1

      In Ink, you would use 'lists' which can contain one of the options you declare for it.
      ```
      LIST Wolf = HeardOfWolf, SeenWolf, KilledWolf
      You see a wolf.
      ~ Wolf = SeenWolf
      {Wolf < KilledWolf: The wolf isn't dead yet.}
      ```

  • @antonjohansson3819
    @antonjohansson3819 Před rokem

    Reminds me of Deus Ex where they tried to a large extent to make the game reacts to whatever decisions you make. Atleast in the beginning, it does get more linear.

  • @Haapavuo
    @Haapavuo Před 3 lety

    Thank you.

  • @Dogedevcd
    @Dogedevcd Před 3 lety

    Oh god, i tought it was David Cage for a second.

  • @JingleSting
    @JingleSting Před 9 měsíci

    He says the special sauce of these state machines is the implication that later states imply earlier states. Why would “peasant dead” imply “peasant impatient”? It might imply “peasant was impatient” but not just “peasant impatient”

    • @ned5377
      @ned5377 Před 6 měsíci +1

      I think "Peasant dead" is just a bit of an oversimplification, what that state actually means is "Peasant killed by wolf" which can only come about because of him getting impatient. Realistically "Peasant dead" (If relevant) would be a separate state that could come about from multiple possible events (The wolf killing the peasant, you killing the peasant, etc)

  • @WitheredWithin
    @WitheredWithin Před 3 lety +7

    What if as a punishment for not being “active” on this wolf encounter ... like the peasant; Other NPC’s in this town also started to “disappear”? Maybe even that important vendor who sells you those rare mushrooms to craft that epic potion? “God those mushrooms are a pain in the ass to loot” 😪

  • @_purplewinter_
    @_purplewinter_ Před 3 lety +3

    Why is this only posted now?

    • @danielleitner9369
      @danielleitner9369 Před 3 lety +1

      Are you complaining getting something for free now, while others had to pay previously?

    • @_purplewinter_
      @_purplewinter_ Před 3 lety +4

      @@danielleitner9369 it was already for free on the website, I’m just curious why it wasn’t on youtube

    • @danielleitner9369
      @danielleitner9369 Před 3 lety +3

      @@_purplewinter_ I think they do this step by step: first behind a payment wall on their page, then public for all but still on their page (I guess to increase traffic/awareness) and last here on YT. Sometimes it takes years until it ends up here.

  • @100Heartbeats
    @100Heartbeats Před 3 lety +11

    The "Serious fatal story bug" is a massive reason why this system is not implemented in more games, while it sounds acceptable in a Sorcery game, I'm not sure Assassin's Creed fans would react kindly to that. Multiply the audience by several factors of magnitude and "obscure bugs" are now a "vocal minority".

    • @joningold5256
      @joningold5256 Před 3 lety +6

      I think that's true.

    • @ruebytuesday
      @ruebytuesday Před 3 lety +10

      AAA studios are putting out trash games now, and people still buy them. A massive AAA publisher/studio like Ubisoft could absolutely execute on this, and do it well, but they won't, because their fans will buy anything they throw at them, in the already uninspired state it comes in. Why do more work when they're already eating out of your hand.
      Beyond any of that, the bugs are fixable. Developers just have to acknowledge that the more complex their systems are, the more time they have to allot for testing before publishing. If developers are not going to do something because their might be bugs, they might as well not do anything at all.

  • @jk_lol9266
    @jk_lol9266 Před 2 lety

    I get the feeling that FromSoft may have watched this before developing Elden Ring.

  • @YuriIdrisov
    @YuriIdrisov Před 9 dny

    Hm. Sounds pretty much like Stalker's initial design for the narration system...

  • @gondolaFGC
    @gondolaFGC Před rokem

    Shout out all the Jerma fans!

  • @Demonskunk
    @Demonskunk Před rokem

    I bought Sorcery! And I felt ripped off because it wasn't clear that it was part 1. I got too the end and felt extremely unfulfilled, and never bought the other ones.

    • @Demonskunk
      @Demonskunk Před rokem +1

      This talk is a really interesting way of approaching world design. Might translate well to a tabletop rpg space.

    • @paultapping9510
      @paultapping9510 Před rokem

      @Min Lungelow it does, sort of! 'Sorcery' is based on 'Fighting Fantasy', of which there is an 'Advanced Fighting Fantasy' ruleset. The tabletop rpg Troika! is based on that.

  • @homemacai
    @homemacai Před 2 lety

    Damn son! Raw stuff here!

  • @Sengial
    @Sengial Před rokem +1

    JERMA

  • @JETWTF
    @JETWTF Před 2 lety +7

    I disagree on what he thinks an open world is by definition, they don't need all that he said they did to be considered open world. They just need to be open, as in finish the tutorial quest and then pick a direction and go that way until you hit the map border or follow the main questline if you want.

  • @voldlifilm
    @voldlifilm Před 2 lety +2

    If a game is about exploration and finding special things, shouldn't the value of any one thing be an inverse with the number of players expected to find it? To specify a bit, let's rate the value of any discoverable thing by 100 points, then we take that base and deduct the percentage of players who experience that one thing. If all players experience a thing, it has a value of zero, for example. Then once all findable things are calculated, you spend your time working on those things that have the highest score.

  • @sto-humanfriendly
    @sto-humanfriendly Před 2 lety +4

    I've seen this idea implemented in hentai games

    • @lonelysorrowknight
      @lonelysorrowknight Před 2 lety

      Name a few

    • @Bronze_Age_Sea_Person
      @Bronze_Age_Sea_Person Před rokem

      which ones? What's funny is that some hentai games have some interesting systems that if improved, could be really cool. Artificial Academy 2 for example had some interesting ones tracking npc relationships and emotion states, like characters being angry reacting in a different manner than calm ones, or certain personality traits like being lazier making the character skip classes, have less inteligence staff and that cascaded into other things, all with I imagine was less than 50 lines of code, becuse most of it were just simple lists.

  • @FravasTheBard
    @FravasTheBard Před rokem

    +

  • @sergiopax7610
    @sergiopax7610 Před 3 lety +14

    i dont think its fair to compare a text based game to a game like the Witcher. You already point out how much branching you need to do to achieve your intended level of narrative in a text based game. Now imagine how much more you have to code for a massive game like the Witcher. Thats like picking on a Skyscraper for being not as creative build as your lego tower. I still learned a lot from your Video and it gave nice Ideas so dont get me wrong

    • @Te3time
      @Te3time Před 4 měsíci

      Well bg3 pretty much follows this system

  • @ScottyHunter
    @ScottyHunter Před rokem +4

    I know this is from 2017, but I hope this dude has reigned in his ego by now. He came across in multiple parts of this video as very holier-than-thou and full of himself. Some of the information was great, but the rest came across as "my game is great, if you don't like it you're wrong."

  • @THAT0THERPERS0N
    @THAT0THERPERS0N Před 2 lety +3

    Lol the more bitter the desinger; the better the talk.

  • @Low_Fidelity_3D
    @Low_Fidelity_3D Před 2 lety +1

    I wonder if this guy's ever heard of fallout new vegas

    • @339blaster
      @339blaster Před 2 lety

      New Vegas *looks* similar from a player standpoint but the groundbreaking thing here is how so much easier it is to do what New Vegas does

    • @Low_Fidelity_3D
      @Low_Fidelity_3D Před 2 lety

      @@339blaster true

  • @DRsideburns
    @DRsideburns Před 3 lety +17

    Can this lad be any more smug?

  • @thedancingalien7766
    @thedancingalien7766 Před 7 měsíci

    Prisoners Should Play This
    They’d Learn How To Escape
    And Become Transgender Sorted😂😂😂

  • @spellweavergeneziso
    @spellweavergeneziso Před 3 lety +9

    Grind is cancerous mechanics in any kind of a game. Just artificially prolongs the time spent in the game.

    • @scrub_jay
      @scrub_jay Před 3 lety +2

      Most of the time I think you're right, but grind can also be thought of as a way to lower the game's difficulty. The problem arises when the natural difficulty is so hard that even the best players are forced to grind, which unfortunately does happen in way too many games.

    • @Venomine95
      @Venomine95 Před 2 lety +2

      @@scrub_jay Using grinding as a solution to a player's lack of skill is the laziest way to address the problem.

    • @scrub_jay
      @scrub_jay Před 2 lety +3

      @@Venomine95 I might agree, but not every game addresses the problem at all, and giving the player the ability to grind is better than letting them get stuck.

    • @theAccursed
      @theAccursed Před 2 lety +5

      @@Venomine95 the laziest way to address the problem would be a difficulty setting

    • @AliciaGuitar
      @AliciaGuitar Před rokem

      I actually like grind as long as its not too long... i enjoy observing my fight improve and getting the reward of overpowering that monster that previously overpowered me. The key to grind is balance, and most games overdo it.

  • @williamwallace234
    @williamwallace234 Před 3 lety +15

    His definition of open world seems like it would only include completely rng worlds, or just really terrible open world games.
    And it's funny how his alternative to 'open world design' is just open world design

  • @DYLOGaming
    @DYLOGaming Před 2 lety +1

    Why does this video exist and yet infinite more shitty games keep coming out?

  • @Amipotsophspond
    @Amipotsophspond Před 2 lety +2

    so both your flow chart of the witcher story and your story is missing one really important possibility, the player never steps foot in the swamp or that peasant house, in a real open world that is not just a possibility but should be high likely, when you make a big story with lots of branches that cost money to make, you put time effort and pride in to it, are you going to be tempted to try to push the player in to exploring it? these encounters do you force them on the player? these encounters are random order narrative plot? why do you think your text game is a open world if you can not have a dead space where the player finds nothing and can go off and do what ever they want. I think this is a straw man speech, you setting up the witcher a actual open world game and comparing it to a text game that has limited story nodes and locations. a finite state machine is FINITE limited NOT OPEN this is why it's a straw man. you could make a open world text game sure but It would require dealing with the dead space, you enter a empty house and find nothing, I burn it down, the fire catches to the rest of the village. all those plots we worked so hard on are now gone, what happens in New Vegas stays in New Vegas but your reputation takes a hit. oh no I save scum, I clean the house, you start cleaning, it you find a tin can maybe you can think of a use for it, if you clean this house 4 more times you can think of this house as your base but beware the tax man because you have modified the world. latter a troll demands some object for crossing his bridge it could be any object. the objects you have available are your sword worth $1500, your armor worth $5000, a important plot item value $0, a tin can value unknown, you are able to give the tin can, but it could have been a twig or wolf head or something else like a chicken. dumby the mad king was going give you $1,000,000 for a "priceless" item never trade unique items, luckily their's save scum. games are not books, yes some games are books just not "open world" ones. please don't try to kill open world games just because they are not what you do well.

    • @koyima
      @koyima Před rokem +1

      "the player finds nothing and can go off and do what ever they want"
      in this sentence you have made yourself believe a variety of things are both interesting and possible without it being true
      You will find for most people 'nothing' isn't interesting - it would be similar to having an option appear in the game that says: "Nothing here"
      countless empty cabinets are not fun, nor empty cabins etc etc
      Now 'do whatever they want' - wow, I don't even understand how you don't see this - this is exactly the important part of the game and the one the talk is focused on: doing stuff
      You call his speech a straw-man and call his definition of the open world wrong, while you lie to yourself about what the open world games actually are, even though you describe them perfectly in that sentence: mostly empty space, which you have to traverse to find the interesting bits
      Most of them delete the traversing altogether and just add fast travel, the only reason you are fooled into thinking this is great is the graphics, but in the end you are auto-travelling to the next plot-point - it works, barely, but it ain't strong design

  • @thegreatdream8427
    @thegreatdream8427 Před 2 lety +1

    This is basically just what Emily Short calls quality-based narrative. I think most of this has been understood by the interactive fiction community for decades. It's not remotely innovative.

    • @supermarx
      @supermarx Před rokem

      Can you point me in the direction of some innovative gdc talks?

  • @sefabaser
    @sefabaser Před 3 lety +1

    Awesome presentation, but when you presenting something please do not make repeating "mitch, mitch mitch" sound with your mouth. It is highly irritating after hearing it ten times!

  • @hjhjkhfkfkd
    @hjhjkhfkfkd Před 2 lety

    The worst part of games are the story. They've never been good, and are no good examples.