SlideShare a Scribd company logo
1 of 27
Building Non-linear Narratives in
HORIZON: ZERO DAWN
Leszek Szczepański
Gameplay Programmer - Guerrilla Games
@yezu
Game Narrative Summit - GDC 2017
Quests - between rules and the narrative
Quests are a way to combine narrative focused and
rules focused methods of creating, analysing and
understanding games.
Quests are about action that is meaningful to
a player on the level of ideas, personal ambitions,
benefit to society, spiritual authenticity. 1
The meaning of quests emerges from
strategic actions, but these actions have thematic,
narrative and personal implications. 2
1,2 J. Howard - Quests (2008)
Structure of a quest (in an RPG)
• Composed of multiple discrete phases or steps.
• Has an obvious start, middle and end.
• Each step is a piece of narrative.
• Often a step is connected with a Quest Log entry and
one or multiple objectives visible to the player.
• Usually the player is given a reward after reaching
specific steps.
Quest Systems
In an RPG a quest system is needed to track and
manage player’s progress through quests and by
turn the game’s story.
The shape of the system has a significant impact
on how the quests are designed and kinds of
stories that can be told.
Quest Systems
When looking at other games we saw multiple different
approaches and implementations.
However after a while a certain pattern became visible.
All quest systems could be placed on a scale describing
how flexible they are and how strictly they define what a
quest is.
With Relaxed and Strict systems on opposing
poles of the scale.
Relaxed Quest System
• No centralized system managing quest progression.
• No defined concept of a quest.
• All logic fully managed by scripts.
Such systems allow for virtually any kind of narrative to be
expressed through a quest. However at the cost of high
complexity of implementation of individual quests.
Good examples: Might & Magic, Wizardry and
a lot of other RPGs created before mid 90s as well as many RPG
Maker games.
Strict Quest System
• Uses a single, centralized system for all quests.
• Each quest has a defined, rigid structure.
• Quests are built from predefined elements, removing the
need for scripting.
Such system severely limit what kind quests can be created.
However these limitations make implementation quicker as
well improve communications between teams.
Good examples: Titan Quest, Sacred and other
hack’n’slash games.
Quest Systems
Nowadays it is quite rare for a game to use a system
that lies on any of the extremes of the scale.
As the demand for interesting stories as well the
amount of content has grown over the years, a lot of
studios try to explore a middle ground, to find the
perfect balance between story complexity, freedom
of expression, scalability and development time.
Quest Systems
Relaxed Strict
RPG Maker Titan Quest
Skyrim
Neverwinter Nights
The Witcher 2
Might and Magic VI
Sacred
Vampire the Masquerade: Redemption
Gothic
Two Worlds
Binding rules with the narrative
Usually there are two approaches available to merge rules
with the story, in order to create a quest:
• Write a story and by injecting mechanics, add gameplay
to it.
• Create a set of challenges and wrap a story around them.
These have been perfected over the years and tend
to work well. However, because we are translating
narrative into logic or vice versa, sometimes
cracks and inconsistencies can show.
Requirements for our quest system
• Common types of quests must be quick and
easy to create.
• Complex quests must not be complex to create
and manage.
• Focused on non-linearity.
• Provide a base common language for both
rules and the narrative.
Quest Systems
Relaxed Strict
RPG Maker Titan Quest
Skyrim
Neverwinter Nights
The Witcher 2
Might and Magic VI
Sacred
Vampire the Masquerade: Redemption
Gothic
Two Worlds
Horizon: Zero Dawn
Our approach
A lot of games, even ones with non-linear
narratives, construct quests as sequences of steps.
However we wanted to present the player with a
probability space instead of a script to follow.
Our approach
A probability space can be well represented as a graph.
Graph theory provides many useful tools for managing graph
structures, but does require technical knowledge which
users of the system might not have.
Instead we drew inspiration from the world of story
writing and decided to model our system on
a technique called Wall of Sticky Notes.
Wall of Sticky Notes
A sticky note represents a
plot point or an event in the
story.
Lines between notes
represent cause and effect
between the events.
Our approach
• A quest is represented as a graph of steps.
• Each step is a scene or an event in the plot.
• Only the start steps are available to the player initially.
• Completing a step (experiencing the scene) opens or
closes parts of the graph to the player.
• Quest ends once an end step is reached.
Quest Graph
Start
Step A
Step C
End
Step B
Player talks to
the Villager
Player reports back
to the Villager
Player eliminates
insect infestation
Player talks with
the Swarm Queen
Player slays the
Swarm Queen
Quest Graph
The writer would imagine this web of possible events,
where each event unlocks other possible events, in
consequence creating the probability space - the quest
graph.
The designer would have the same graph in their head,
however the nodes would have a more rule focused
context.
Because the initial step is the same, less translation
between the rules and the narrative is needed.
Quest Progression
Each step is connected to a verb which defines the
action the player needs to perform in order to
progress and if necessary the target of the action.
There is a finite amount of verbs that are supported,
for example: obtain, kill, converse etc.
Quest Progression - example
Scene:
The player after searching through rubble finally finds and picks up the Amulet of
Yendor.
Quest Step:
Obtain Amulet of Yendor
Appropriate verb
chosen from the list.
Appropriate game object
for the action.
Quest Progression - example
Scene:
In the arena the player defeats all six opponents.
Quest step:
Kill Gladiator
Appropriate verb
chosen from the list.
Appropriate game object
and value for the action.6
Summary
Quests in Horizon: Zero Dawn are built as a graph of
steps (possible plot points) which are linked
together by cause and effect and defined by
actions needed to be performed by the player.
Successes
The graph structure assured that non-linear quests
could be created naturally without any tricks or
workarounds.
Having a limited set of verbs, defining actions
required to progress the quest, made it simple to
create common types of quests, without hindering
the creation of sophisticated ones.
Player jobs
We noticed that certain simple patterns, which use
specific verbs, recur frequently.
Strictness of our system allowed us to automate
creation of quests based on such patterns.
We enabled the player to create simple fetch quests
for themselves, in which they can gather items for
crafting or for trade.
Time travel problem
In a story once an event happens it cannot
“unhappen”. Changes to the world are permanent.
However during gameplay, in order to clearly
communicate the state of the quest, sometimes,
based on player actions, we must allow for events
to be erased from time and the quest story
reverted.
Because the system was deeply rooted in a story
writing metaphor, that was not supported.
Closing notes
The system served its purpose quite well:
• We created almost 150 quests of various complexity.
• We managed to extend it to support simple player
generated fetch quests.
However it still needs improving:
• Time travel problem.
• The list of verbs we had didn’t sufficiently match our
needs.
Thank you for listening!

More Related Content

What's hot

The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnGuerrilla
 
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술Ki Hyunwoo
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
 
슈팅 게임에서 레벨 디자인 하기
슈팅 게임에서 레벨 디자인 하기슈팅 게임에서 레벨 디자인 하기
슈팅 게임에서 레벨 디자인 하기용태 이
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
 
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부Eunseok Yi
 
작은 레벨 디자인 가이드 01
작은 레벨 디자인 가이드 01작은 레벨 디자인 가이드 01
작은 레벨 디자인 가이드 01용태 이
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeElectronic Arts / DICE
 
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesKillzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...Codemotion
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기용태 이
 
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011devCAT Studio, NEXON
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Practical SPU Programming in God of War III
Practical SPU Programming in God of War IIIPractical SPU Programming in God of War III
Practical SPU Programming in God of War IIISlide_N
 

What's hot (20)

Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero DawnThe Real-time Volumetric Cloudscapes of Horizon Zero Dawn
The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
 
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
NDC2016 프로젝트 A1의 AAA급 캐릭터 렌더링 기술
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
 
Hair in Tomb Raider
Hair in Tomb RaiderHair in Tomb Raider
Hair in Tomb Raider
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
 
슈팅 게임에서 레벨 디자인 하기
슈팅 게임에서 레벨 디자인 하기슈팅 게임에서 레벨 디자인 하기
슈팅 게임에서 레벨 디자인 하기
 
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsPrecomputed Voxelized-Shadows for Large-scale Scene and Many lights
Precomputed Voxelized-Shadows for Large-scale Scene and Many lights
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부
NDC 2010 이은석 - 마비노기 영웅전 포스트모템 1부
 
작은 레벨 디자인 가이드 01
작은 레벨 디자인 가이드 01작은 레벨 디자인 가이드 01
작은 레벨 디자인 가이드 01
 
Level Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's EdgeLevel Design Challenges & Solutions - Mirror's Edge
Level Design Challenges & Solutions - Mirror's Edge
 
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesKillzone Shadow Fall: Creating Art Tools For A New Generation Of Games
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
 
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
An introduction to Realistic Ocean Rendering through FFT - Fabio Suriano - Co...
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기
 
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011
김동건, 구세대 개발자의 신세대 플레이어를 위한 게임 만들기, NDC2011
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Practical SPU Programming in God of War III
Practical SPU Programming in God of War IIIPractical SPU Programming in God of War III
Practical SPU Programming in God of War III
 

Similar to Building Non-Linear Narratives in Horizon Zero Dawn

Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...DevGAMM Conference
 
Understanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha LatyshevaUnderstanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha LatyshevaLauren Cormack
 
GAME MECHANIC - chapter 2 v1.1 (2018 edition)
GAME MECHANIC - chapter 2 v1.1 (2018 edition)GAME MECHANIC - chapter 2 v1.1 (2018 edition)
GAME MECHANIC - chapter 2 v1.1 (2018 edition)Hamzah Asyrani Sulaiman
 
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Luke Dicken
 
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...DataScienceConferenc1
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in GamingAnmol Sawhney
 
Long Lin at AI Frontiers : AI in Gaming
Long Lin at AI Frontiers : AI in GamingLong Lin at AI Frontiers : AI in Gaming
Long Lin at AI Frontiers : AI in GamingAI Frontiers
 
Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
 
The Power and Peril of PCG
The Power and Peril of PCGThe Power and Peril of PCG
The Power and Peril of PCGGillian Smith
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our futureGillian Smith
 
Artificial intelligence in gaming.
Artificial intelligence in gaming.Artificial intelligence in gaming.
Artificial intelligence in gaming.Rishikese MR
 
Playng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesPlayng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesKjetil Sandvik
 
Lecture 7 - Experience Management
Lecture 7 - Experience ManagementLecture 7 - Experience Management
Lecture 7 - Experience ManagementLuke Dicken
 
Lecture 5 - Procedural Content Generation
Lecture 5 - Procedural Content GenerationLecture 5 - Procedural Content Generation
Lecture 5 - Procedural Content GenerationLuke Dicken
 
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...TEST Huddle
 
98 374 Lesson 04-slides
98 374 Lesson 04-slides98 374 Lesson 04-slides
98 374 Lesson 04-slidesTracie King
 
Hidden object games? Easily!
Hidden object games? Easily!Hidden object games? Easily!
Hidden object games? Easily!Nikolay Sitnikov
 
Pixelor presentation slides for SIGGRAPH Asia 2020
Pixelor presentation slides for SIGGRAPH Asia 2020Pixelor presentation slides for SIGGRAPH Asia 2020
Pixelor presentation slides for SIGGRAPH Asia 2020Ayan Das
 

Similar to Building Non-Linear Narratives in Horizon Zero Dawn (20)

Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
 
02 - Emergence and Progression
02 - Emergence and Progression02 - Emergence and Progression
02 - Emergence and Progression
 
Understanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha LatyshevaUnderstanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha Latysheva
 
GAME MECHANIC - chapter 2 v1.1 (2018 edition)
GAME MECHANIC - chapter 2 v1.1 (2018 edition)GAME MECHANIC - chapter 2 v1.1 (2018 edition)
GAME MECHANIC - chapter 2 v1.1 (2018 edition)
 
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...
 
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...
[Pandora 22] Ups and Down of Using Behaviour Trees in Unity to Model Villager...
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in Gaming
 
Long Lin at AI Frontiers : AI in Gaming
Long Lin at AI Frontiers : AI in GamingLong Lin at AI Frontiers : AI in Gaming
Long Lin at AI Frontiers : AI in Gaming
 
Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333
 
LARP gamepaly approach
LARP gamepaly approachLARP gamepaly approach
LARP gamepaly approach
 
The Power and Peril of PCG
The Power and Peril of PCGThe Power and Peril of PCG
The Power and Peril of PCG
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our future
 
Artificial intelligence in gaming.
Artificial intelligence in gaming.Artificial intelligence in gaming.
Artificial intelligence in gaming.
 
Playng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified storiesPlayng the Plot: on the anatomy of gamified stories
Playng the Plot: on the anatomy of gamified stories
 
Lecture 7 - Experience Management
Lecture 7 - Experience ManagementLecture 7 - Experience Management
Lecture 7 - Experience Management
 
Lecture 5 - Procedural Content Generation
Lecture 5 - Procedural Content GenerationLecture 5 - Procedural Content Generation
Lecture 5 - Procedural Content Generation
 
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...
Alexandra Schladebeck - What Agile Teams Can Learn From World of Warcraft - E...
 
98 374 Lesson 04-slides
98 374 Lesson 04-slides98 374 Lesson 04-slides
98 374 Lesson 04-slides
 
Hidden object games? Easily!
Hidden object games? Easily!Hidden object games? Easily!
Hidden object games? Easily!
 
Pixelor presentation slides for SIGGRAPH Asia 2020
Pixelor presentation slides for SIGGRAPH Asia 2020Pixelor presentation slides for SIGGRAPH Asia 2020
Pixelor presentation slides for SIGGRAPH Asia 2020
 

More from Guerrilla

The Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallThe Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallGuerrilla
 
Out of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoOut of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoGuerrilla
 
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallThe Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallGuerrilla
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemGuerrilla
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallGuerrilla
 
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterA Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterGuerrilla
 
Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Guerrilla
 
Release This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleRelease This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleGuerrilla
 
Killzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsKillzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsGuerrilla
 
Automatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondAutomatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondGuerrilla
 
The Creation of Killzone 3
The Creation of Killzone 3The Creation of Killzone 3
The Creation of Killzone 3Guerrilla
 
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyThe PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyGuerrilla
 
Killzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsKillzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsGuerrilla
 
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3Guerrilla
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Guerrilla
 

More from Guerrilla (17)

The Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow FallThe Production and Visual FX of Killzone Shadow Fall
The Production and Visual FX of Killzone Shadow Fall
 
Out of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI InfoOut of Sight, Out of Mind: Improving Visualization of AI Info
Out of Sight, Out of Mind: Improving Visualization of AI Info
 
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow FallThe Next-Gen Dynamic Sound System of Killzone Shadow Fall
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
 
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
 
Killzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person ShooterA Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
 
Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3Practical Occlusion Culling on PS3
Practical Occlusion Culling on PS3
 
Release This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release CycleRelease This! Tools for a Smooth Release Cycle
Release This! Tools for a Smooth Release Cycle
 
Killzone 2 Multiplayer Bots
Killzone 2 Multiplayer BotsKillzone 2 Multiplayer Bots
Killzone 2 Multiplayer Bots
 
Automatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and BeyondAutomatic Annotations in Killzone 3 and Beyond
Automatic Annotations in Killzone 3 and Beyond
 
The Creation of Killzone 3
The Creation of Killzone 3The Creation of Killzone 3
The Creation of Killzone 3
 
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case StudyThe PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
The PlayStation®3’s SPUs in the Real World: A KILLZONE 2 Case Study
 
Killzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural TacticsKillzone's AI: Dynamic Procedural Tactics
Killzone's AI: Dynamic Procedural Tactics
 
Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3Practical Occlusion Culling in Killzone 3
Practical Occlusion Culling in Killzone 3
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2Deferred Rendering in Killzone 2
Deferred Rendering in Killzone 2
 

Recently uploaded

Architecture decision records - How not to get lost in the past
Architecture decision records - How not to get lost in the pastArchitecture decision records - How not to get lost in the past
Architecture decision records - How not to get lost in the pastPapp Krisztián
 
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open Source
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open SourceWSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open Source
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open SourceWSO2
 
WSO2Con204 - Hard Rock Presentation - Keynote
WSO2Con204 - Hard Rock Presentation - KeynoteWSO2Con204 - Hard Rock Presentation - Keynote
WSO2Con204 - Hard Rock Presentation - KeynoteWSO2
 
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...WSO2
 
%in ivory park+277-882-255-28 abortion pills for sale in ivory park
%in ivory park+277-882-255-28 abortion pills for sale in ivory park %in ivory park+277-882-255-28 abortion pills for sale in ivory park
%in ivory park+277-882-255-28 abortion pills for sale in ivory park masabamasaba
 
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...masabamasaba
 
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfonteinmasabamasaba
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2
 
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisamasabamasaba
 
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...masabamasaba
 
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...WSO2
 
VTU technical seminar 8Th Sem on Scikit-learn
VTU technical seminar 8Th Sem on Scikit-learnVTU technical seminar 8Th Sem on Scikit-learn
VTU technical seminar 8Th Sem on Scikit-learnAmarnathKambale
 
WSO2CON 2024 - Does Open Source Still Matter?
WSO2CON 2024 - Does Open Source Still Matter?WSO2CON 2024 - Does Open Source Still Matter?
WSO2CON 2024 - Does Open Source Still Matter?WSO2
 
tonesoftg
tonesoftgtonesoftg
tonesoftglanshi9
 
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...SelfMade bd
 
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024VictoriaMetrics
 
What Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationWhat Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationJuha-Pekka Tolvanen
 
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...WSO2
 
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
Direct Style Effect Systems -The Print[A] Example- A Comprehension AidDirect Style Effect Systems -The Print[A] Example- A Comprehension Aid
Direct Style Effect Systems - The Print[A] Example - A Comprehension AidPhilip Schwarz
 

Recently uploaded (20)

Architecture decision records - How not to get lost in the past
Architecture decision records - How not to get lost in the pastArchitecture decision records - How not to get lost in the past
Architecture decision records - How not to get lost in the past
 
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open Source
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open SourceWSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open Source
WSO2CON 2024 - Freedom First—Unleashing Developer Potential with Open Source
 
WSO2Con204 - Hard Rock Presentation - Keynote
WSO2Con204 - Hard Rock Presentation - KeynoteWSO2Con204 - Hard Rock Presentation - Keynote
WSO2Con204 - Hard Rock Presentation - Keynote
 
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...
WSO2CON 2024 - Cloud Native Middleware: Domain-Driven Design, Cell-Based Arch...
 
%in ivory park+277-882-255-28 abortion pills for sale in ivory park
%in ivory park+277-882-255-28 abortion pills for sale in ivory park %in ivory park+277-882-255-28 abortion pills for sale in ivory park
%in ivory park+277-882-255-28 abortion pills for sale in ivory park
 
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...
%+27788225528 love spells in Huntington Beach Psychic Readings, Attraction sp...
 
Abortion Pills In Pretoria ](+27832195400*)[ 🏥 Women's Abortion Clinic In Pre...
Abortion Pills In Pretoria ](+27832195400*)[ 🏥 Women's Abortion Clinic In Pre...Abortion Pills In Pretoria ](+27832195400*)[ 🏥 Women's Abortion Clinic In Pre...
Abortion Pills In Pretoria ](+27832195400*)[ 🏥 Women's Abortion Clinic In Pre...
 
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
%in Stilfontein+277-882-255-28 abortion pills for sale in Stilfontein
 
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital TransformationWSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
WSO2Con2024 - WSO2's IAM Vision: Identity-Led Digital Transformation
 
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa%in tembisa+277-882-255-28 abortion pills for sale in tembisa
%in tembisa+277-882-255-28 abortion pills for sale in tembisa
 
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
%+27788225528 love spells in new york Psychic Readings, Attraction spells,Bri...
 
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...
WSO2CON 2024 - API Management Usage at La Poste and Its Impact on Business an...
 
VTU technical seminar 8Th Sem on Scikit-learn
VTU technical seminar 8Th Sem on Scikit-learnVTU technical seminar 8Th Sem on Scikit-learn
VTU technical seminar 8Th Sem on Scikit-learn
 
WSO2CON 2024 - Does Open Source Still Matter?
WSO2CON 2024 - Does Open Source Still Matter?WSO2CON 2024 - Does Open Source Still Matter?
WSO2CON 2024 - Does Open Source Still Matter?
 
tonesoftg
tonesoftgtonesoftg
tonesoftg
 
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...
Crypto Cloud Review - How To Earn Up To $500 Per DAY Of Bitcoin 100% On AutoP...
 
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
Large-scale Logging Made Easy: Meetup at Deutsche Bank 2024
 
What Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the SituationWhat Goes Wrong with Language Definitions and How to Improve the Situation
What Goes Wrong with Language Definitions and How to Improve the Situation
 
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...
WSO2CON 2024 - WSO2's Digital Transformation Journey with Choreo: A Platforml...
 
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
Direct Style Effect Systems -The Print[A] Example- A Comprehension AidDirect Style Effect Systems -The Print[A] Example- A Comprehension Aid
Direct Style Effect Systems - The Print[A] Example - A Comprehension Aid
 

Building Non-Linear Narratives in Horizon Zero Dawn

  • 1. Building Non-linear Narratives in HORIZON: ZERO DAWN Leszek Szczepański Gameplay Programmer - Guerrilla Games @yezu Game Narrative Summit - GDC 2017
  • 2. Quests - between rules and the narrative Quests are a way to combine narrative focused and rules focused methods of creating, analysing and understanding games. Quests are about action that is meaningful to a player on the level of ideas, personal ambitions, benefit to society, spiritual authenticity. 1 The meaning of quests emerges from strategic actions, but these actions have thematic, narrative and personal implications. 2 1,2 J. Howard - Quests (2008)
  • 3. Structure of a quest (in an RPG) • Composed of multiple discrete phases or steps. • Has an obvious start, middle and end. • Each step is a piece of narrative. • Often a step is connected with a Quest Log entry and one or multiple objectives visible to the player. • Usually the player is given a reward after reaching specific steps.
  • 4. Quest Systems In an RPG a quest system is needed to track and manage player’s progress through quests and by turn the game’s story. The shape of the system has a significant impact on how the quests are designed and kinds of stories that can be told.
  • 5. Quest Systems When looking at other games we saw multiple different approaches and implementations. However after a while a certain pattern became visible. All quest systems could be placed on a scale describing how flexible they are and how strictly they define what a quest is. With Relaxed and Strict systems on opposing poles of the scale.
  • 6. Relaxed Quest System • No centralized system managing quest progression. • No defined concept of a quest. • All logic fully managed by scripts. Such systems allow for virtually any kind of narrative to be expressed through a quest. However at the cost of high complexity of implementation of individual quests. Good examples: Might & Magic, Wizardry and a lot of other RPGs created before mid 90s as well as many RPG Maker games.
  • 7. Strict Quest System • Uses a single, centralized system for all quests. • Each quest has a defined, rigid structure. • Quests are built from predefined elements, removing the need for scripting. Such system severely limit what kind quests can be created. However these limitations make implementation quicker as well improve communications between teams. Good examples: Titan Quest, Sacred and other hack’n’slash games.
  • 8. Quest Systems Nowadays it is quite rare for a game to use a system that lies on any of the extremes of the scale. As the demand for interesting stories as well the amount of content has grown over the years, a lot of studios try to explore a middle ground, to find the perfect balance between story complexity, freedom of expression, scalability and development time.
  • 9. Quest Systems Relaxed Strict RPG Maker Titan Quest Skyrim Neverwinter Nights The Witcher 2 Might and Magic VI Sacred Vampire the Masquerade: Redemption Gothic Two Worlds
  • 10. Binding rules with the narrative Usually there are two approaches available to merge rules with the story, in order to create a quest: • Write a story and by injecting mechanics, add gameplay to it. • Create a set of challenges and wrap a story around them. These have been perfected over the years and tend to work well. However, because we are translating narrative into logic or vice versa, sometimes cracks and inconsistencies can show.
  • 11. Requirements for our quest system • Common types of quests must be quick and easy to create. • Complex quests must not be complex to create and manage. • Focused on non-linearity. • Provide a base common language for both rules and the narrative.
  • 12. Quest Systems Relaxed Strict RPG Maker Titan Quest Skyrim Neverwinter Nights The Witcher 2 Might and Magic VI Sacred Vampire the Masquerade: Redemption Gothic Two Worlds Horizon: Zero Dawn
  • 13. Our approach A lot of games, even ones with non-linear narratives, construct quests as sequences of steps. However we wanted to present the player with a probability space instead of a script to follow.
  • 14. Our approach A probability space can be well represented as a graph. Graph theory provides many useful tools for managing graph structures, but does require technical knowledge which users of the system might not have. Instead we drew inspiration from the world of story writing and decided to model our system on a technique called Wall of Sticky Notes.
  • 15. Wall of Sticky Notes A sticky note represents a plot point or an event in the story. Lines between notes represent cause and effect between the events.
  • 16. Our approach • A quest is represented as a graph of steps. • Each step is a scene or an event in the plot. • Only the start steps are available to the player initially. • Completing a step (experiencing the scene) opens or closes parts of the graph to the player. • Quest ends once an end step is reached.
  • 17. Quest Graph Start Step A Step C End Step B Player talks to the Villager Player reports back to the Villager Player eliminates insect infestation Player talks with the Swarm Queen Player slays the Swarm Queen
  • 18. Quest Graph The writer would imagine this web of possible events, where each event unlocks other possible events, in consequence creating the probability space - the quest graph. The designer would have the same graph in their head, however the nodes would have a more rule focused context. Because the initial step is the same, less translation between the rules and the narrative is needed.
  • 19. Quest Progression Each step is connected to a verb which defines the action the player needs to perform in order to progress and if necessary the target of the action. There is a finite amount of verbs that are supported, for example: obtain, kill, converse etc.
  • 20. Quest Progression - example Scene: The player after searching through rubble finally finds and picks up the Amulet of Yendor. Quest Step: Obtain Amulet of Yendor Appropriate verb chosen from the list. Appropriate game object for the action.
  • 21. Quest Progression - example Scene: In the arena the player defeats all six opponents. Quest step: Kill Gladiator Appropriate verb chosen from the list. Appropriate game object and value for the action.6
  • 22. Summary Quests in Horizon: Zero Dawn are built as a graph of steps (possible plot points) which are linked together by cause and effect and defined by actions needed to be performed by the player.
  • 23. Successes The graph structure assured that non-linear quests could be created naturally without any tricks or workarounds. Having a limited set of verbs, defining actions required to progress the quest, made it simple to create common types of quests, without hindering the creation of sophisticated ones.
  • 24. Player jobs We noticed that certain simple patterns, which use specific verbs, recur frequently. Strictness of our system allowed us to automate creation of quests based on such patterns. We enabled the player to create simple fetch quests for themselves, in which they can gather items for crafting or for trade.
  • 25. Time travel problem In a story once an event happens it cannot “unhappen”. Changes to the world are permanent. However during gameplay, in order to clearly communicate the state of the quest, sometimes, based on player actions, we must allow for events to be erased from time and the quest story reverted. Because the system was deeply rooted in a story writing metaphor, that was not supported.
  • 26. Closing notes The system served its purpose quite well: • We created almost 150 quests of various complexity. • We managed to extend it to support simple player generated fetch quests. However it still needs improving: • Time travel problem. • The list of verbs we had didn’t sufficiently match our needs.
  • 27. Thank you for listening!