Hunh?
I'm not trying to fight you. I'm just talking about the things that are on my mind. I don't know what you want explained.... (
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A game is a million pieces. I am talking about 1/100 of those. I'm not saying that the others aren't critical. I'm happy to explain some other piece you'd like me to, you just have to ask. Saying, "show me how it
really works" is super vague. I'm a nice person, and I get something out of sharing, but I don't understand what it is that you're referring to.
Building a dynamic character is a big process. It is really fucking big. I think maybe one of the issues designers have is underestimating how big of a deal design theory is in general.... I'm not saying that's you. I'm just saying that in general.
Bridging structure and character aren't questions I have. I'm just doing the work. A character needs to be deconstructed into constituent parts. You need to identify each of the pieces, the same way you make a blueprint of a building. You need to see everything, in incredible detail, and how it all fits together. Writers normally don't do this because an intuitive understanding is enough. They can build such a "blueprint" in their minds by considering all the various properties their characters have, such as how they'd react to a situation they have planned in the story, whether they eventually include that situation in the story or not.
With AI that strategy doesn't work. Plugging structure into characters is trivial. Defining a character is what's hard. You can't rely on an intuition of "what a character is" when you're writing a dynamic story, because you have to teach a computer to understand the same things. The computer needs the same understanding of a character as a writer would, so the character has to be deconstructed in a technical way.
The same thing is true for dynamic designs. If you want a machine to construct a level, for example, it would need a designer-level understanding of how all its available level-constructs relate to one another in creating an experience for the player.
Hunh. I wasn't dissing your link. "1 under par" means good. In golf, a birdie is a very good thing. It was a compliment!
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I will read any good source on story structure. Most books on "structure" that I read are written from a writer's perspective, so they're filled with writer-like details. The link you gave me is a little more technical, so it rounds out my library well.
I promise, I will read that thing through 3 times before I release. I have an ever-growing list of structural analysis resources.
Yeah, 3-act structure is a general template. It tessellates down. The general theory is this: introduce viewer to elements, show how elements play out, explore results and recap what happened. You can apply that template to any attempt to communicate to find flaws.
If you want a "how" or something, that's personally interesting, I'll be happy to explain it. I'm just not sure which how's you're looking for. A lot has to be implied in writing. I mean, I never talk about decision trees. A decision tree isn't powerful enough to handle the kinds of ideas I'm talking about. You can use it for very simple characters, but they become unwieldy fast. You need to introduce whole new structures to manage characters that are as rich as those in stories and as dynamic as we'd like them to be in games.
But I haven't talked about that because no one has asked. I haven't talked about threading strategies either, or ways to reduce load times, or ways to animate characters procedurally. There's a lot of patterns in development that you have to follow to ensure that you can develop fluid animations that reflect what you want, and that suit the characters and mechanics that you are developing. Splitting that workload among a team requires an even more articulate process. But I haven't talked about those things... just because. No reason. I mean, I'll probably talk about those kinds of things later... probably when I start doing a lot of animation. But if anyone's curious I'll explain.
There's some hidden "how" that you've hinted at in this discussion and our other one (about design). I know how to take the structure I've presented and turn it into the results we're both talking about, but there are 50 other steps involved, and I don't which ones I've implied that I need to explain. Sometimes very simple changes in definition can make a lot of things clear that weren't before.
I can produce a game that makes people feel as expressive as they do in Mario, or Minecraft, and shift it to other kinds of feelings given what I've said... then expand on it to give the player both more guidance and freedom. It would take lots of work; that's why my game is taking so long.
If I explain 1/10 of the process of something, and you say, "but how does it
really" work, all that means to me is that somewhere in the other 9/10ths is something that is unclear. But I don't know where that location is without an example or something. So I just guess and talk around for the exercise, to keep my blood flowing, and I enjoy it. But it's not the best strategy for becoming clear. If you want me to take my theory and apply it to Zelda or something, while maintaining the series' modern level of accessibility, I can do that, if you point to the few areas where it seems to not work. But you've got to point to those areas for me to do that, of course if you're interested. I can't tell. I'm happy either way. We're all here to talk about ourselves anyway
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I know I haven't explained most areas. Writing good characters is a lot of work. Writing a dynamic story is more work than writing a normal story. You have to do all these extra things. A bunch of posts barely explains anything. I need to know what you know, and what you're looking for, to understand what information might be interesting or useful.
also one big thing is to treat structure not as big inflexible how to, but a multi rez lend. 3 acts structure goes down to animation (tension and release) and is generally a very nested structure in any work (superposition of various arc, using it only as an overarching structure is loosing its efficiency.
Yeah, I know. Studying raw structure is better seen as a way to know how to apply it everywhere. That's how theory works: flexibility. We're on the same page on that one.
Why else would I be so crazy about theory :|. It's the argument that prioritizes example that sees theory as hard structure.
Therefore if you can link function and flavor, more power to you, but you can't do it without a good inventory of all functions. Simple character map simple function in a singular story arc, like who is the hero, the opponent, the mentor. Complex story mixed character function, shift them over time, superpose meaning of story arc in one action, etc... Also strong structure give genre, people like genre which is a proof that they can like structure for itself beyond the character, also same character can be use in totally different setting and genre while remaining consistent, this highlight there might some independence from each other.
Mmm. I see what you're saying. This is what we were talking about way before....
Inventory of good functions. Yes. You need that. I do not deny.
I'll give you an example. Say you want to be a sculptor. Say you want to create the most beautiful and evocative sculptures possible. But let's also say you live in a time when sculpturing is a new art form and people don't really do it. There are no good tools. Now let's forget that a lot of sculptors just use a hammer and chisel and a lot of patience and skill.... Assume you want a box of tools, just for the analogy.
Ok. If you want to design good tools you'll need a working knowledge of sculpting itself. You
need a box of tools to create the world's best sculptures, because that is our assumption. But you also need to know how to sculpt to know what tools would be the most useful. You need the knowledge of sculpting well to design the tools, the tools to produce well made sculptures.... It's a catch-22 common in programming.
The tools and skill-set have to develop together. As one improves it opens new opportunities to improve the other. I do not deny this.
All I am saying is that designing the tools in total isolation, without considering how they might be usefully applied to an actual product, isn't the best idea. A sculptor designing
all the tools before working on actually sculpting is headed for a weak product.
I am reminded of the "step ladder" process that is way too ubiquitous in big-business game development. You probably know it. It's like, "draft outline, scope required resources, produce outline, research implementation requirements, create implementation plan, implement, user-test, polish, real-world test, release, support." Something like that. Nice easy steps, 1 through 8 or whatever. Start with a plan, produce a product, polish and ship. This obviously isn't the best plan for games, which need to be super iterative.
Theory design is the same way. You have to cycle around, developing your tools alongside the projected games that they could be used to build.
A lot of design theory suffers from asking questions that are too small. Design theorists find ways to structurally analyze the aspect of games that play small roles in a game's value to a player. I still have yet to see a single proper deconstruction of Mario. Jon Blow is the only guy I've seen talk about orthogonality... which is insanely important in good software design, and game design, both for creating deep mechanics and choosing initial mechanics (at an early stage in development) that have a very high likelihood of being malleable in the ways that you'd want them to be, so that they can hit the targets you'd like to meet but haven't defined yet, because you aren't that far along.
Orthogonality is also very important to designing characters that are very likely to play well off of one another. If you fill out a structure with characters, then try to manipulate it, you might be headed for trouble. ... though I don't know if that's part of the discussion.
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I talk about all the "philosophy" stuff because I want tools that are most likely to be useful. If you talk about structure without considering why Mario is engaging, you'll probably produce a structure that will help only a little in reconstructing the value of Mario. If you consider why Mario is Mario while developing your (structural) analysis, whatever structure you produce will be of far more value.
If you create a bunch of tools, then consider "all the bullshit" later, you'll produce sound tools that will help you a good amount. But it will still be up to the developer to do the meaningful work. If you create a bunch of tools
while considering "all the bullshit," then you'll produce sounds tools that will do a lot of the meaningful work themselves, freeing the developer to work on even
more meaningful ideas.
The catch is that an AI can only understand the structure. All it can use are tools. If there isn't a defined relationship between one tool and its use, then the AI can't use it. An AI
is a tool; it can only use tools. If your tools are designed in such a way so that much of the burden of creative creation is on the manipulator, then they will be very useful to a human, not to an AI.
The fact that good AIs don't exist is strong proof that most of our design theory is far removed from what makes a game interesting. Once structure is made clear, AI becomes a natural follow-through. You can use one to judge the other. In other words, if you can explain a thing to a computer, then by definition you understand it at a mathematical level.
I do not deny the value of strong structure.
Yes, there is some independence between "structure" and "contents."
I still think we're mostly just talking about semantics.
What sort of tools are you looking to develop?
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edit:I think we'll both easily agree that a story with lots of structure and 0 anything else is totally uninteresting.
However, structure is valuable because a person can use it to create something excellent. The structure doesn't write a story for the writer, but it provides a useful box of tools for the writer to use intelligently to write an excellent story themselves.
I value the pursuit of structure, just for structure's sake. There is a lot of value in structure all by itself.
However. When you want to start generating levels, and things like that -
human things - the AI needs to understand how to apply structure, and manipulate the "non-structural" contents. If it doesn't it will generate stories that are just as bland as the writer "filling out" the structural formula.
I care about tools too. In our other discussion I would've been happy to just discuss tools. But you wanted to pursue why I used so much abstract stuff instead. This is the reason. Generative-anything requires it. But if you wanted to just talk about tools, I would've just talked about tools. I need tools just as much as you do. I just approach each one by thinking, "how would this tool be useful?" So I explain everything in a really abstract tongue. The reason I wasn't giving you what you were looking for was because I didn't understand what that was, not because I was defending some strange position. Give me a result, I'll give you a solution, otherwise I just talk about whatever is on my mind.
Also, as an aside, tools that put creative power in the hands of an AI, are also easier to distribute. If I take the structure of a building, I can divide the workload of its constructions among workers, because the plan has all the necessary details. If I do the same thing with a game, I am fucked, because a design implies so much interpretation. If there was a way to divide a game into pieces so you could isolate the dependencies between tasks, you could distribute them among people in such a way that didn't restrict creative freedom. The kind of theory that could do that is the same kind that allows an AI to be creative.
Just saying, because I'm like that.
edit edit:
I think this might be a case of artist and programmer can't communicate, especially over internet. Semantics, semantics.