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Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

keithburgun.net

11–20 of 68 posts

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#11

I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to t…

I have commented on Todd's failure to deliver on such promises in skyrim before.

But this is definitely where generative ai will be a boon to games, once it's stabilised enough to trust.

I'd love exactly the same; the game should still tell a story or have a point (unless it's a complete sandbox), so key plot points can be included but otherwise it's a simulation and the player can do things with their agency, but so can the npcs.

Would be cool to come back to a village, and now the leader has changed because the previous one insulted someone at the tavern, who killed the leader in a fit of rage. The village then chose a replacement leader, the assailant was publicly executed for their crimes. But the villagers decided this was too brutal a punishment so they removed the leader, who resisted but got driven out of town. The ousted leader wants control of the village back so they've been planning to enter with a crew of mercenaries.

When you get to the village you get given a quest to go take care of the problem, based on the hearsay. Hell, when you get to whatever hideout they're holed up in maybe the npc has even decided to just give up and move somewhere else.

So many opportunities for awesome narratives. I've done experiments with this stuff in text, but not in engine with an actual game.

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#12
The 2024 D&D starter set literally has 3 adventure books for Wilderness (Outside), Caves of Chaos (Dungeon), and Keep on the Borderlands (Town). Of course that game has infinite possibilities for how to 'implement' those areas but kind of an interesting parallel.

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#13

I'm surprised the Elder Scrolls and Fallout games aren't mentioned at all here. They're pretty well known for not always having these boundaries, sometimes very effectively (getting ambushed in town in Oblivion by a secret cultist) and sometimes comically (like some of the nonsense that happens with raiders and settlements in Fallout 4).

Settlements in FO4 were a letdown, the gameplay loop is so pointless. It's the same as your buildings being attacked in Valheim and Grounded.

Occasional attacks, but no real frequency or point to it - because they don't want to annoy players with it. At least in grounded it's based on how much you've attacked a type of insect in some regards.

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#14
post #9

I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to t…

I haven’t played it, but my understanding is that Kingdom Come Deliverance 2 works this way. Meet a person who tells you something’s happening tonight, and you better get there tonight if you want to see/do it. Maybe someone who’s played the game can chime in.

It’s a great game, much like its predecessor. However, it’s still linear in most ways. You miss out on those small side quests but that was true of the first game too.

I’d love for a game to set the stage like: “Bad person/thing does bad stuff to good town” like intro, then it’s just you in a field by a small village where you live that is now in ashes due to bad event that happened while you weren’t there. Game On…

From there, don’t give a single hint until a player did something that could actually do something if they do it right.

An example would be early days of Minecraft before notch sold his soul, you wouldn’t have a guide or achievements or anything to help you. There were no wikis, only a small forum of people asking why are people punching trees?

Games need to feel more exploratory without giving everyone GPS direct to the next XP machine.

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#16
I'm reminded of a diagram from the pitch doc for the original Diablo [0] that made its rounds across the web recently. The dungeon/town split was particularly sharp back then, but the broad design has stuck with modern ARPG design, either in the form of safe zones around town or explicit town zones.

A lot of this seems to be due to modern multiplayer design, with shared town instances and (usually) private dungeon/outside instances.

[0] https://www.gamedeveloper.com/business/here-s-a-look-at-the-... (scroll down)

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#17

I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to t…

Check out the games by Jeff Vogel [1] of Spiderweb Software [2]. His games may not be pretty to look at but they feature worlds that are full of life and rich with detail. Monsters attack and damage towns, destroy buildings, leave citizens homeless and shopkeepers jobless, and may eventually wipe towns off the map.

Meanwhile, the world is also full of outside areas to explore and dungeons to plunder. However, no town is safe. Spend too much time delving dungeons and you may return to a smoking ruin instead of a town. Or you may arrive in the middle of a monster attack on the town and get to participate in its defence!

Of course, the townsfolk aren't helpless either. They have town guards, soldiers, and even imperial wizards who arrive to help out. The wizards even create magical barriers to patch up the holes in the town wall!

As for how the games play, they're very reminiscent of old school Ultima games such as Ultima IV: Quest of the Avatar. As a fan of UO, you may really enjoy some Spiderweb Software games. No multiplayer though, these are strictly single-player turn-based affairs.

[1] https://www.youtube.com/watch?v=stxVBJem3Rs

[2] https://spiderwebsoftware.com

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#18
One thing that is really useful about the distinction is that almost necessarily, there are different scales involved.

Ultima VI was the first of its (mainline, not 'online' or 'underworld') series to not really have the "town/dungeon/overworld" distinction. It got fairly awkward to have towns and the overworld be on the same "layer", because the towns could really only have a dozen or so buildings because otherwise they'd take up the entire overworld.

Breath of the Wild / Tears of the Kingdom kind of have the same issue: there appear to only be a few dozen Gerudo for instance, and only a few hundred people total in the entire world.

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#19
post #8

I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to t…

You might want to check out "Depth of Peril". kind of a cluncky diablo 1 like game. I liked it because of that dynamism. Graphics and gameplay are now dated, but if you talk fondly about ultima, you might enjoy it.

Din's Curse and Din's Legacy (by the same developer as Depths of Peril) are other entries worth a look. They have a dynamic evolving world as you go about your business: https://www.soldak.com/Dins-Curse/Overview.html

Re: Outside, Dungeon, Town: Integrating the Three Places in Videogames (2024)

#20

I want events to occur while I'm down in the dungeon. Maybe a neighboring village got attacked and now it's in ashes and down trodden. Maybe a castle is being besieged. I want a "play your own adventure" where the story just kind of happens. No main plot other than maybe certain events happening at a specific time. Games today are too linear. Even "open world" games. They zone it out so there's a progression, go to t…

I have commented on Todd's failure to deliver on such promises in skyrim before. But this is definitely where generative ai will be a boon to games, once it's stabilised enough to trust. I'd love exactly the same; the game should still tell a story or have a point (unless it's a complete sandbox), so key plot points can be included but otherwise it's a simulation and the player can do things with their agency, but so…

Oh I totally agree. More so I think the ability for AI to generate any kind of game you wish is in the not so distant future.

Dwarf Fortress has some wonderful world events and npc choice trees. For example in my biggest fortress, Ragnar was bored. Ragnar got really bored. Ragnar stared at a rock for almost 3 months game time. Then Ragnar got inspired so he ran over to the bowyer workstation, fetched a few gems and wood from the nearby piles, and started crafting a masterpiece crossbow. 6 months later, this thing comes out decked in jewels and gems, it’s got a +++ rating on the end. It’s wonderful. Then Ragnar loads a bolt. Pulls the trigger.

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