[HN Gopher] Complex game worlds, simple text interfaces (2015)
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       Complex game worlds, simple text interfaces (2015)
        
       Author : davegauer
       Score  : 122 points
       Date   : 2021-07-07 13:27 UTC (9 hours ago)
        
 (HTM) web link (egamebook.com)
 (TXT) w3m dump (egamebook.com)
        
       | nahuel0x wrote:
       | just try AI Dungeon
        
         | filiph wrote:
         | Author of the game here. I don't mention it in the article or
         | the video, but AI Dungeon is exactly what I _didn 't_ set out
         | to do. GPT-2/3-based games are cool, but they have no ground
         | truth.
        
       | Multicomp wrote:
       | I'd love to know the 'design patterns' of works like this Knights
       | of San Francisco game. Did the author use a workflow engine, a
       | rules engine, functional event sourcing, a nested pyramid of if-
       | then-else doom?
       | 
       | I have a sense that this space is somewhat unexplored. Text-based
       | game world simulation is a relatively underdocumented (to my
       | eyes) form of the 'game UI overtop a database manipulated with
       | game logic rules' type of games, of which Simulation games are at
       | the complex end of.
       | 
       | There are things like Twine and Inky that offer variables and
       | conditionals to prewritten bodies of text, but doing composable
       | texts worlds that change their state based on the accumulated
       | choices of players over the course of their time seems to be a
       | complex feature to build and extend, whether in Twine or another
       | tool. Dialog simulation systems that remember what options you've
       | done and give you additional options or changes over the course
       | of the game are sold as products online. Heck, someone recently
       | patented a 'grudge' system that a popular game (League of
       | Legends?) used.
       | 
       | Or maybe I've just been looking too closely at it. I've been
       | working slowly for about the past 2 years on an automation system
       | for a tabletop RPG (non D-20 system) to speed up battle
       | generation & resolution, trying to incorporate all of the various
       | rules that say 'in X scenario, if Y conditions are met, gather
       | this information from the user, then apply its Z effect like so,
       | but also let the DM / user change any of the above or ignore the
       | entire thing before you do so', so while I've ordered Designing
       | Data Intensive Applications in hopes of gaining more insights,
       | this problem certainly seems like a big thing to chew on from my
       | self-taught programmer's POV right now.
        
         | filiph wrote:
         | Author here.
         | 
         | The game has several levels (explored more in my 2017 "fractal
         | stories article"[1]) - from top to bottom it can be something
         | like
         | 
         | > you're in a room > you're talking to this person > you're in
         | this branch of the conversation
         | 
         | OR
         | 
         | > you're in another location > you're in a fight with these two
         | monsters > monster A is swinging at you with an axe > you've
         | deflected that swing and have an opportunity to counter-attack
         | 
         | It's basically a stack of situations.
         | 
         | To answer your question, the design patterns differ according
         | to the situation. The roaming between the locations is
         | relatively simple node-navigation (except we need to track from
         | which node we come to each location, for example, and we can
         | skip through visited nodes that haven't changed). The dialogue
         | can be something very similar to ink [2]. The combat is similar
         | to roguelikes, where it's turnbased, but as a player, you only
         | "see" your own moves, and the other moves happen in between. I
         | do track of time on the level of milliseconds, and I have moves
         | that take more or less time, also depending on who makes them
         | (an agile goblin readies a sword much quicker than an old man
         | stands up from the ground).
         | 
         | I like your idea of a TRPG helper. I was thinking of something
         | similar. Like, have an app for combat only, where you set up
         | the combatants, and then let the DM simulate effects of
         | different actions done to those combatants. As you say, in
         | TTRPG it's important for the DM to be able to bypass the
         | system, make an exception, etc. But I'd say that 80% of the
         | time, the DM can just report the effect back to the players.
         | And it takes them much less time and mental effort. (Especially
         | if we're talking about one of the more simulationist TRPGs like
         | Blade of the Iron Throne [3].)
         | 
         | [1]: https://filiph.medium.com/skyrim-rendered-in-
         | text-1899548ab2...
         | 
         | [2]: https://www.inklestudios.com/ink/
         | 
         | [3]: http://ironthronepub.com/
         | 
         | (Edit: format)
        
       | Quequau wrote:
       | This seems like something that might dovetail rather neatly with
       | some of the work that Richard Evans has done. "Little Text
       | People" for example.
        
       | anthk wrote:
       | Nethack/Slashem is complex (and most roguelikes too) and text
       | based.
        
         | AnIdiotOnTheNet wrote:
         | Calling Nethack text based is a little disingenuous. It uses
         | text characters as tile-based graphics, which is a different
         | thing.
        
           | anthk wrote:
           | Both. You get the game messages by text. Call it TUI based.
           | 
           | Ok, well. We'll define text something being able to be
           | printed on a teletype.
           | 
           | Modern Z Machine games have complex-ish worlds, but
           | roguelikes' objects have a far more emergent gameplay.
           | 
           | Then, MUDs. A lot of them have pretty complex worlds
           | simulations.
        
         | justusthane wrote:
         | He mentions that specifically in his "explainer" video (and
         | uses Rogue itself as an example:
         | https://youtu.be/CDDYeJznOhY?t=223
        
       | EvanKelly wrote:
       | Perhaps it was just the time in my life that I played it, but the
       | most immersive experience I had playing a game was a text based
       | MUD called Achaea. I've tried to recapture that experience
       | unsuccessfully.
       | 
       | The lack of focus on graphics meant that complexity of
       | description and systems didn't need to have visual work to go
       | along with it, which allowed for much more complex systems than
       | I'd seen in any game at the time.
        
         | haolez wrote:
         | I have the same book regarding fiction books vs series or
         | movies. The books have a lot more depth and are more creative
         | in my experience.
        
           | akudha wrote:
           | I feel the same. I think with movies, we don't have put in
           | any effort at all. We just sit there and watch. With books,
           | it is a lot more effort - not just reading, but imagining
           | while reading.
           | 
           | Maybe that extra effort makes it more enjoyable and valuable?
        
       | zem wrote:
       | i've been thinking a lot lately about how i could design a civ-
       | like game with a core mechanic more like hamurabi
       | [https://en.wikipedia.org/wiki/Hamurabi_(video_game)]. the output
       | needn't be purely textual (e.g. the game could display a map, or
       | graphics of various entities), but the input would just involve
       | making decisions about various variables, and the simulation
       | engine would take care of the rest and show you the outcome.
        
         | EvanKelly wrote:
         | Maybe not quite what you're talking about, but
         | https://www.nationstates.net/ is almost like Model UN the game.
         | Played a bit with friends back in the day, but missing some of
         | the mechanics of Civ
        
         | filiph wrote:
         | You might enjoy King of Dragon Pass and newer games from that
         | same developer (https://sixages.com/).
        
           | filiph wrote:
           | Oh, and Warsim: The Realm of Aslona.
        
             | zem wrote:
             | warsim looks beautiful too. interesting combination of
             | kingdom management and an actual player character.
        
           | zem wrote:
           | thanks, that looks excellent!
        
       | LanternLight83 wrote:
       | I really love the ideas expressed here and on the home page,
       | especially (ie., just personally, a side-note if context) as text
       | adventure games have been a focal point between my non-gameing SO
       | and I in an ongoing debate on where to draw the line on what
       | counts as a "game". Anyone got with experience with the "Knights
       | of San Francisco"?
       | 
       | https://play.google.com/store/apps/details?id=egamebook.com....
        
         | tpudlik wrote:
         | I bought and played it after reading this piece. It's a small
         | but enjoyable game; if you're at all intrigued, I'd encourage
         | checking it out!
        
         | timvdalen wrote:
         | I bought it a few weeks ago after I got a newsletter about it
         | (I guess I signed up after playing that first demo), but I
         | haven't had time to play it yet.
         | 
         | The main menu art and music is cool, though.
        
       | pugworthy wrote:
       | A good system for describing a game could also be used to help
       | create narration of movies for visually impaired people. Or even
       | descriptions of audio for those with hearing loss.
        
         | filiph wrote:
         | Hi, I'm the author. One of the coolest things I learned after
         | releasing the game was that it's played by folks with visual
         | impairment. It's "playable with issues" (meaning I have work to
         | do), but playable nonetheless.
        
           | pugworthy wrote:
           | Hey very cool! Glad you've had a chance to try that.
           | 
           | If you've never done it, find a TV and movie or show that has
           | audio descriptions of visuals for visually impaired
           | audiences. It's kind of an interesting experience to hear a
           | voice over describing the scene.
           | 
           | One of my favorites was the description of the opening
           | Paramount logo animation. Something like, "Stars flying from
           | a dark sky skim across the surface of a calm lake towards a
           | distant mountain, then circle the mountain as the name
           | 'Paramount' appears"
        
             | hikarudo wrote:
             | Off topic: shows with audio descriptions are also great for
             | learning foreign languages. You basically get a voice
             | narrating what is happening on screen. "Oh, so that's how
             | you say 'crouching' in Japanese!"
        
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       (page generated 2021-07-07 23:01 UTC)