World Settings-Sketch of Spheres

World Settings

This is a sketch of the Spheres made using collage and inspired by traditional concepts of planes from D&D. From earthly solid to heavenly airy, and even pure geometry, maybe more beyond what I can imagine! When I look at this I can’t help thinking about what stories are going on there.

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Game Pitch: Ludic Sketch-The Dualistic Life of Day & Night


This is a conceptual design of a game which combines some aspects of the other two: The Sims and King’s Bounty: The Legend. Note that this is a design on selected aspects.

Game genres are blurring

The Tales of Brunel is settled in a dualistic world

The two states/modes are intertwined and interactive. The player will experience relative consequences caused by his behaviours in both day and night time

Day: Life Simulation (Reality)

Night: Role-playing with Turn-based Strategy Combat (Dream) The characters’ spirits comes out of their bodies and then venture forth into the fantasy dream realm hidden from reality

Aesthetics: Derived from King’s Bounty: The Legends

The story is a contemporary fantasy about a group of young people at Brunel standing against the plot of 2012

Half-real and half-imaginary graphics

Well-orchestrated music in adventure and combat

Interface: Control panel – every control and player status

Radial action menu in combat (applied on enemy and characters themselves)

Avatar: From a free overlooking view

In the whole game even in battles all units are heroes

The content in the UI changes between day and night, but the avatars the still in player’s control

Game Economics:

Day: Use credits

Night: Amount determined by Credits as one’s consumption level and view is influenced by the disposable income subconsciously

Cupcake: Character developing, artifacts, feats, rewards…but no XP or Leveling-up!

The cupcake pleases the player and also the avatars he controls

Death: In real life, normally death is caused by old age but this is not taken in to account because of the game’s time period

Two major factors in The Sims: Hunger and out of Energy

Reality affects Dream: e.g. if the character has low energy in the day time he/she won’t have good combat performance

Dream reflects Reality: e.g. in dream you die, you die in reality e.g. the cupcake

Chance: Use of random factors: random number based mechanics

Majorly Chance is applied to the game at night

But also has subtle effect on encounters in day time

Looking forward: The Grand Game/Game of every game– everything

PPTX: The Dualistic Life of Day & Night

Conceptual Design of a Topic Keywords-oriented Game Dialogue System

设计思路

自然语言中,对话在思维中的生成是以话题关键词的组合作为导向的(心理语言中的表征符号)。句子的不同成分都可以作为主要或次要的对话关键词。例如在句子“我真不知道学习编译原理有什么必要!”中,句子可以按照“我”,“认为”,“编译原理”和“不必”这些话题关键词来组织生成。结合句子语气类型(句类),即陈述句,疑问句等,就可以生成几乎所有的句子,进而组成对话。

为了简化对话的话题,方便游戏者的实际操作,同时也使得使这种接近自然语言的对话生成模式有可能实现,将话题关键词的层次规定为最多3级,即对话树的深度最大为2(空数的深度规定为-1)。除最后一级外,话题关键词以确定的形式按照句类进行分类。在选择最后一级话题时,给出在不同对话场景中预先设定的若干选项(多数为动宾短语),完成一轮对话的生成。

按照部分句类,将规定的话题关键词分为以下类别和层次(次级话题关键词按照对话不同可选):

(1)Statement(陈述)

主要关键词:I, We, He (She, It), You, They,其它具体主语、称谓

次级关键词:Do, Don’t(表示肯定和否定)

(2Question(疑问)

主要关键词:What, When, Where, Why, Who, Whose, How, Which, If

次级关键词:I, We, He (She, It), You, They

(3Expression(表达)

主要关键词:Yes, No, Approve, Object

这些话题关键词表达上意义明确,但在实际的对话场景中可由游戏者的角色使用不同的表述形式来表达。例如You+Don’t在有的对话场景下可能被表述为Nobody。

以下面的一个句子为例:

I just can’t imagine seeing they lock you up.

可以依次选择I, Don’t, They confine you.这3级话题关键词选项来生成。在不同的对话场景中,所有的关键词并不都是可选的。例如在一个询问场景中,可能只会出现Where和When的疑问关键词,并且下一级关键词选项不会出现次要关键词而直接出现具体对话选项。

可以看出,在应用了话题关键词导向对话系统后,叙事和代入感的主动性更加偏向于游戏者。游戏者从单纯的选择游戏已经确定的对话选项转变为由自己的思维主导对话选项的选择,使角色扮演中“扮演自己”的成分更加突出。

系统特性

除了陈述、疑问和表达3种话题关键词分类,由话题关键词导向组织对话,系统还考虑了其他一些重要特性,使对话更加自然真实,减少对话完全由游戏者操纵的情况。

(1)Listen(Wait)选项

在现实中,参与对话的一方可以选择聆听对方而暂时不发表言论,在游戏对话系统中则可以加入聆听或等待的选项来避免每一轮对话游戏者都必须发言的情况。

(2)随时有效的打断选项

日常对话并不总是一对一的轮流进行,任何一方都可以随时打断对方发言。在《质量效应2》中,善意和恶意的打断设计很好地还原了对话的这一特质,但却被限定在特定的对话情境中。在本对话系统中加入随时有效的打断选项,打断发生后对意外的对话场景进行处理,可以产生更加真实的对话和额外的戏剧性效果。

(3)根据思维性格习惯调整话题选项

在《龙腾世纪2》中,对话系统继承了《质量效应》系列的对话轮模式,同时在不同选项上用图标表示不同的对话语气和风格。这样产生了一个与现实极不相符的情形:游戏者可以不时选择同情、嘲讽或是强硬的语气来对话,失去了角色固定的性格特征。在本对话系统中,在对游戏者的对话选择进行实时记录分析后,系统会自动过滤部分对话选项,形成符合角色思维性格的最后一级对话选项。

(4)NPC主导对话

对于大多数参与剧情的NPC,对话的主动权掌握在游戏者手中,一些情况下NPC只能接受游戏者的质询,也不能拒绝进一步对话。日常生活中不存在这种有问必答,永不厌倦的人。本系统加入可以选择开启的NPC人格化设计,增加对话的不确定性和真实性。可以设想NPC和游戏者使用的是同一个对话系统,而不是简单的对话脚本。

概念设计

在现有的设计思路和技术条件下,对上述基于轮状中心辐射对话系统的改进系统,话题关键词导向对话系统进行概念设计。

在对话中心可以选择Statement,Question,Expression和Listen,选择前三者分别进入次要关键词层次(可选),最后进入最后一级的具体对话选项(数目因具体对话而不同)。选择轮盘中心的标识字母放回上一级关键词层次。在对话进程中,游戏者按需选择按键进行对话打断(对话轮中未显示)。

Topic Keweords-oriented Game Dialogue System