BigWeather
Augur
- Joined
- Apr 8, 2007
- Messages
- 271
Taking a cue from the "Let's play" series of posts on the Codex I'd like to start a "Let's build" series.
JarlFrank's excellent "A question of scale" thread (http://www.rpgcodex.net/phpBB/viewtopic.php?t=22457) really booted me in the arse to try and start this effort.
A theme that emerged in the thread was that a large-scale (world, continent, nation) dictated at least some use of procedural content. The issue was how do you make it varied enough to be interesting and not devolve into geomorph village generation and endless fetch quests? Section8 and OldSchoolKamikaze advocated narrowing the scale.
Section8 posted
Section8 hits on a very important thing here (and I echoed it later in my own response on that thread). It's natural when thinking about RPGs to think BIG. But doing so can often lead to breadth but no depth (outside of the main quest). The true benefit of sandbox mechanics comes from depth. And like in many other things in life, it's better to nail something then apply it to a larger scale than it is to try to get the large scale from the get go. Designing set pieces that are dynamic and deep and then applying them (with variations) to a larger scale is the way to go, I think.
Sooooo, let's build A Better Village.
Purpose
I'm envisioning this as a friendly collaboration, though each participant is doing their own work. It is not a competition, though, as a) I'm too cheap to offer prizes and b) it's not a go-off-and-work-for-a-year-and-post-your-EXE-at-the-end. Whether you choose to set up a site with your work, host side forums, post in this thread, whatever, is up to you. But I'd like to see people dividing up their efforts into deliverables that can be shown to the others (and Codex at large) incrementally. Doing so may lead to other participants going "Wow, that's cool -- let me try and build on that!" or what-have-you. The point is at the end we end up with everyone having built a better village based not only on their own vision (though obviously the participant is the final say) but inspired and guided by the thoughts and excitement of others (participants and not-participants alike).
Rules
These can be broken, and are more a set of expectations and hopefully will help focus the efforts of the participants.
Story
I'm sure most everyone in the Codex recognizes the importance of story to RPGs and respect the authors we have with us. For this Let's build, however, the focus is on how rich an environment can be built without story. Any real product that used any of these ideas would obviously allow for story to be woven into it, drive it, and be driven by it.
Mechanics
Participants' work need only have a rules / stat system in place such that is needed to illustrate the concepts they are trying to implement. If the participant wishes to explore the consequences of a murder in town a insta-kill key is perfectly acceptable. They don't need to model to-hit, weapon damage, etc.
Existing world state
The world state (or, more precisely, village state) at the beginning of the game can be arrived at in any way you see fit. The purpose of this Let's build is not to build a better soil deformation algorithm or village growth simulation.
If you want to create your own village via procedural generation, geomorphs, simulation of the 100 years before the game begins, or what-not, feel free. But it's not the point of this exercise. Also understand that early drops of participant's code may not have a village in place yet, but rather just a collection of NPCs the PC can interact with (mine'll be this way). Also the definition of a village is very loose. It could be a collection of Cro-Mags in a cave. It could be survivors of a shpwreck newly established on an island. It could be Oxford in the 13th century.
The key point is that there is an established collection of NPCs that have formed a community and are considered to be in a stable and entirely self-sustained state. Meaning that there is no dependence on outside materials / food / etc. Though the self-sustained state could be maintained once the game begins and no effort to model a simple economy attempted participants may find modeling a simple economy opens up for some very interesting gameplay.
The village can have factions at the start that could lead to problems as the game progresses. Note that these factions can be statically defined and their hatred of each other built in -- but there can be no post-initial world state scripting of their actions through story and what-not. The behavior of the faction should be driven by the game mechanics themselves ("if two npcs hate each other alot and can get away with fighting, they will").
The village is surrounded by wilderness. The wilderness can be a forest, a barren wasteland, whatever. It is another source of conflict once the game begins and is an opportunity for those that want to add in some more dungeon aspects the opportunity to do so. Note that just like the village the wilderness can be seeded with monsters that can have existing communities / hatred / etc. themselves.
Graphics
Graphics whores (mercifully few on the Codex) shouldn't expect much. There are no graphical requirements for this Let's build. Graphics may be required for some concepts that the participants want to explore, and that's fine. But nobody's work should be judged on the graphics (or lack thereof). Text, ASCII, Tile-based, Iso, 3D, entirely static bitmap menu screens -- all is fine, so long as it is what you need to explore your ideas.
Be aware that using non-public domain assets comes with a risk to the participant that the owner of those assets is not happy with their use. Each participant should go to lengths to secure their assets, whether through creating them, having them created, using public domain assets, or securing the rights to the assets of others'.
Sound
Not required, except in cases where the participant needs it to illustrate a concept.
It's intended for a game!
Never forget that we're exploring ways to make more dynamic RPG setting for modern systems. While a participant could implement the smartest NPCs and use neural networks they should ask "Does this serve the gameplay?" "Will I take up too many cycles to make this feasible for a game implementation?" and, most importantly for the overarching goal -- "Will this scale in the future?"
Executeable
I think a PC version is the most desired, and the participant should try to make it as self-contained as possible and provide links to any frameworks, etc. needed that can't be bundled. For other platforms participants will want to document with screenshots and text what they did for those who can't run it.
Time-frame
None. I know some of the potential participants have their own projects or (gasp!) jobs. Hobby programming can't become a job. That's a lot of the reason why I'd like to see incremental updates to everyones' villages. Some may come late to the game either having not found this Let's build or (hopefully) having been insprited by it. Some will leave early. It's all good. Any work anyone does that serves as a spark to getting RPGs to a better place is good.
Ownership
Both participants and the community at large must know that anything they contribute idea-wise becomes public domain. The implementation (code, assets -- provided they own them, any names), however, is still the participant's. But the ideas, the concepts will (hopefully) be lifted into other villages and improved, tweaked, what-have-you. This is a collaborative effort to make deeper dynamic RPG settings. If you have an idea, an algorithm, whatever that you are concerned about giving up -- don't give it up.
Expectations
I may end up being the only participant. That's OK. So long as the community is involved and ideas are traded and evolved and we end up in a better place RPG setting-wise it's all good.
When a participant updates their village I expect them to post on this thread. Point to where it is, explain what has changed since the previous release, explain what concepts have been explored and what feedback would be helpful. Also discuss future applications / evolutions / consequences of the changes.
Feedback is expected to be constructive. When commenting step back and consider what the participant is trying to illustrate. As noted above don't take personal exception to graphics, etc. Be nice. =)
JarlFrank's excellent "A question of scale" thread (http://www.rpgcodex.net/phpBB/viewtopic.php?t=22457) really booted me in the arse to try and start this effort.
A theme that emerged in the thread was that a large-scale (world, continent, nation) dictated at least some use of procedural content. The issue was how do you make it varied enough to be interesting and not devolve into geomorph village generation and endless fetch quests? Section8 and OldSchoolKamikaze advocated narrowing the scale.
Section8 posted
"I don't agree that there's any right size for a game, though I think developers ought to be more wary of simply shooting for an "epic" landscape. Ultimately, it's going to end up feeling pretty sparse.
Story/sandbox has little to do with it. I think you could make a very effective sandbox using very few "sets" to use a movie analogy. Dynamism is the key. If you had a single village, but allowed that village to be flooded, set fire to, over-run, snowed under, etc. then you've got something that could potentially house more interesting dynamic siutations and events than a whole buttload of towns that exist and never change.
Of course, it would be even better to expand that into a world filled with detailed procedural villages. And I don't see why more RPGs don't go for that route. It's a lot easier to define the rules of what a village should look like compared to a "dungeon"."
Section8 hits on a very important thing here (and I echoed it later in my own response on that thread). It's natural when thinking about RPGs to think BIG. But doing so can often lead to breadth but no depth (outside of the main quest). The true benefit of sandbox mechanics comes from depth. And like in many other things in life, it's better to nail something then apply it to a larger scale than it is to try to get the large scale from the get go. Designing set pieces that are dynamic and deep and then applying them (with variations) to a larger scale is the way to go, I think.
Sooooo, let's build A Better Village.
Purpose
I'm envisioning this as a friendly collaboration, though each participant is doing their own work. It is not a competition, though, as a) I'm too cheap to offer prizes and b) it's not a go-off-and-work-for-a-year-and-post-your-EXE-at-the-end. Whether you choose to set up a site with your work, host side forums, post in this thread, whatever, is up to you. But I'd like to see people dividing up their efforts into deliverables that can be shown to the others (and Codex at large) incrementally. Doing so may lead to other participants going "Wow, that's cool -- let me try and build on that!" or what-have-you. The point is at the end we end up with everyone having built a better village based not only on their own vision (though obviously the participant is the final say) but inspired and guided by the thoughts and excitement of others (participants and not-participants alike).
Rules
These can be broken, and are more a set of expectations and hopefully will help focus the efforts of the participants.
Story
I'm sure most everyone in the Codex recognizes the importance of story to RPGs and respect the authors we have with us. For this Let's build, however, the focus is on how rich an environment can be built without story. Any real product that used any of these ideas would obviously allow for story to be woven into it, drive it, and be driven by it.
Mechanics
Participants' work need only have a rules / stat system in place such that is needed to illustrate the concepts they are trying to implement. If the participant wishes to explore the consequences of a murder in town a insta-kill key is perfectly acceptable. They don't need to model to-hit, weapon damage, etc.
Existing world state
The world state (or, more precisely, village state) at the beginning of the game can be arrived at in any way you see fit. The purpose of this Let's build is not to build a better soil deformation algorithm or village growth simulation.
If you want to create your own village via procedural generation, geomorphs, simulation of the 100 years before the game begins, or what-not, feel free. But it's not the point of this exercise. Also understand that early drops of participant's code may not have a village in place yet, but rather just a collection of NPCs the PC can interact with (mine'll be this way). Also the definition of a village is very loose. It could be a collection of Cro-Mags in a cave. It could be survivors of a shpwreck newly established on an island. It could be Oxford in the 13th century.
The key point is that there is an established collection of NPCs that have formed a community and are considered to be in a stable and entirely self-sustained state. Meaning that there is no dependence on outside materials / food / etc. Though the self-sustained state could be maintained once the game begins and no effort to model a simple economy attempted participants may find modeling a simple economy opens up for some very interesting gameplay.
The village can have factions at the start that could lead to problems as the game progresses. Note that these factions can be statically defined and their hatred of each other built in -- but there can be no post-initial world state scripting of their actions through story and what-not. The behavior of the faction should be driven by the game mechanics themselves ("if two npcs hate each other alot and can get away with fighting, they will").
The village is surrounded by wilderness. The wilderness can be a forest, a barren wasteland, whatever. It is another source of conflict once the game begins and is an opportunity for those that want to add in some more dungeon aspects the opportunity to do so. Note that just like the village the wilderness can be seeded with monsters that can have existing communities / hatred / etc. themselves.
Graphics
Graphics whores (mercifully few on the Codex) shouldn't expect much. There are no graphical requirements for this Let's build. Graphics may be required for some concepts that the participants want to explore, and that's fine. But nobody's work should be judged on the graphics (or lack thereof). Text, ASCII, Tile-based, Iso, 3D, entirely static bitmap menu screens -- all is fine, so long as it is what you need to explore your ideas.
Be aware that using non-public domain assets comes with a risk to the participant that the owner of those assets is not happy with their use. Each participant should go to lengths to secure their assets, whether through creating them, having them created, using public domain assets, or securing the rights to the assets of others'.
Sound
Not required, except in cases where the participant needs it to illustrate a concept.
It's intended for a game!
Never forget that we're exploring ways to make more dynamic RPG setting for modern systems. While a participant could implement the smartest NPCs and use neural networks they should ask "Does this serve the gameplay?" "Will I take up too many cycles to make this feasible for a game implementation?" and, most importantly for the overarching goal -- "Will this scale in the future?"
Executeable
I think a PC version is the most desired, and the participant should try to make it as self-contained as possible and provide links to any frameworks, etc. needed that can't be bundled. For other platforms participants will want to document with screenshots and text what they did for those who can't run it.
Time-frame
None. I know some of the potential participants have their own projects or (gasp!) jobs. Hobby programming can't become a job. That's a lot of the reason why I'd like to see incremental updates to everyones' villages. Some may come late to the game either having not found this Let's build or (hopefully) having been insprited by it. Some will leave early. It's all good. Any work anyone does that serves as a spark to getting RPGs to a better place is good.
Ownership
Both participants and the community at large must know that anything they contribute idea-wise becomes public domain. The implementation (code, assets -- provided they own them, any names), however, is still the participant's. But the ideas, the concepts will (hopefully) be lifted into other villages and improved, tweaked, what-have-you. This is a collaborative effort to make deeper dynamic RPG settings. If you have an idea, an algorithm, whatever that you are concerned about giving up -- don't give it up.
Expectations
I may end up being the only participant. That's OK. So long as the community is involved and ideas are traded and evolved and we end up in a better place RPG setting-wise it's all good.
When a participant updates their village I expect them to post on this thread. Point to where it is, explain what has changed since the previous release, explain what concepts have been explored and what feedback would be helpful. Also discuss future applications / evolutions / consequences of the changes.
Feedback is expected to be constructive. When commenting step back and consider what the participant is trying to illustrate. As noted above don't take personal exception to graphics, etc. Be nice. =)