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Author Topic: Project Lotus: A Game with a Fractal Plot  (Read 686 times)

IndigoFenix

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Project Lotus: A Game with a Fractal Plot
« on: October 14, 2014, 01:45:10 pm »

As far as decision-making is concerned, it seems that there are two basic types of games out there.

On the one hand, you have plot-driven or level-based games where the objective is to proceed along a more-or-less linear track and reach the ending.  In these games, there are few real choices you can make that significantly impact the plot - all decision making basically boils down to making it easier or harder to proceed along the plot railroad to the inevitable conclusion.  Some games may make it a little more interesting by adding things like multiple branches, optional sidequests, or karma meters, but ultimately you're playing an interactive movie written by the game's writers.

On the other hand, you have sandbox games.  In the purest sandbox games, you are pretty much free to do as you please and be as creative as you like... but these games rarely have any clear goals to work toward, or if there is one it will usually feel kind of tacked-on or contrived, so it's hard to feel any sort of real progress in the game unless you create goals for yourself.  Sometimes a sandbox game may have a plot that advances as you complete certain missions, but this plot is generally just as linear as it would be in a regular plot-driven game.

The objective of the Lotus Project is to create a new kind of game, one that gives you choices and then dynamically generates a plot based on those choices, procedurally generating the world around you in order to create an engaging story.  It will feel like an RPG, but instead of forcing you to follow someone else's story, it will give the player choices, and make them feel as though their choices really matter.  How is this possible?  Read on...

Some details:

Spoiler: A Game on Many Scales (click to show/hide)

Timeless Bob

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Re: A Multi-Genre Game with an Evolving Plot (WIP)
« Reply #1 on: October 14, 2014, 06:20:07 pm »

The Welsh Piper wrote a piece on something similar for pen-and-paper RPG's.  He was building off of a now unavailable article called "the lazy gamer’s guide to world building", but its something that may work for you, since what you're describing is similar in structure.

What you describe is certainly interesting, although it might be interesting for the world to be generated from the general to the specific in a layered fashion - civ to adventurer - with each layer placed over the last one to produce centuries, decades (10 per century), years (10 per decade), seasons (4 per year), months (3 per season), days, (30 per month) and finally the hours/minutes/seconds involved in each day.  If by playing at the large level, you are then able to choose one of the decades of the century to play with further granularity, and the same on down for each incarnation, then a "calender list" could be successively built up via previous plays of the game for the individual to both remember or have affect them as they occur.  Prophecies of floods, invasions or plagues would all be quite easy to implement in this manner, with the individual Players maybe only knowing the time frame of them at the level of granularity they were produced.  "In the Century of the Titan" or "On a specific hour on a specific day..."

Just some thoughts.
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IndigoFenix

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Re: A Multi-Genre Game with an Evolving Plot (WIP)
« Reply #2 on: October 15, 2014, 08:53:23 am »

I'm not really sure how the progression of time will work.  Since the length of time between important choices on larger scales is longer, if the gameplay actually shifts into a larger scale, time will have to speed up - but then you will miss out on day-to-day events and subplots that happen between 'rounds'.

The alternative is to keep the game operating in real time and controlling a single unit (and giving commands to teammates in your immediate vicinity), and if you are in a command position, it will give you occasional decisions to make (like board meetings where you look at a map and decide the next movements of far-off units) that will affect the game on a larger scale.  But this may be boring for non-adventurers unless there is some kind of daily political intrigue stuff or something going on as well.