It’s the little things that count.
A few articles ago I talked about the infinity game and the difficulty in generating compelling story content using an algorithm. Stories require elements that are difficult to render down into discrete blocks and therefore require much more care and planning to combine than procedurally generated staples like loot or maps. In this article, I’d like to discuss an existing stepping stone that can help take the load off of story writers seeking procedurally generated content. Specifically, I’m talking about story infused elements.
Stories develop organically in games outside of the narrative written by the developers. Even a story barren game like chess inspires amazing tales of clever strategies and narrow defeats. Terrible games can similarly create developer separated stories, though usually not for any reason developers want them to. The point is that games create stories outside of the strict confines of the narrative established by the developers. They do this by providing game elements that players may use to craft tales of interest from. Players imbue these elements with meaning which they often share with their peers. This is the entry point through which developers may turn their procedurally generated elements into procedurally generated story elements. All they need to do is make it easy.
I played a round of Crusader Kings 2 as a cantankerous, militant duke who succeeded in uniting England after a series of bloody battles and rebellions. At the end of my character’s long reign, I looked to the next generation only to discover that my next in line was a blood thirsty psychopath with zero talent and a number of failed murder attempts on her record. Under her, the kingdom would surely fragment. The next in line after the demon child was a brilliant, charming, and incredibly capable woman who was beloved by all. Should I have my king murder his eldest daughter to let her sister inherit and thereby preserve the kingdom? Should I step back from killing a child and let her develop unhindered but with the understanding that England would probably fall apart once more? Such are the stories of Shakespeare and it was mostly generated procedurally.
One of the great things about Crusader Kings 2 is how it imbues gameplay elements with a real sense of narrative and meaning. Much of what I described (my character’s martial ability, his daughter’s psychopathic nature, her sister’s saintly disposition, etc.) are all numerical elements of the game combined via an algorithm to produce a variety of scenarios. Crusader Kings 2’s genius is describing these elements in such a way that they may combine to form an intricate story without the developer having to write one. CK2 describes its procedural generation mechanics in such a way as to create a structure which the player can fill out with their own narrative. CK2 never told me that the king in my game was contemplating murder, but it gave me all the elements upon which I could hang that tale.
The ultimate goal of procedurally generated stories is to make it possible for games to invent complex narratives without the player’s inputs. Understanding that developers aren’t there yet, the infusion of gameplay elements with meaning brings in the player and helps reduce the load on the procedural content in crafting interesting tales.