Difference between revisions of "Category:Radiant Story"

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If the game was a movie, then the Quest would be the screenplay, its aliases would be the roles, props, and locations, and the game would be a procrastinating producer who could decide just as the movie starts rolling, which actor to cast for each role, which item would become each prop, and which locations to use.
If the game was a movie, then the Quest would be the screenplay, its aliases would be the roles, props, and locations, and the game would be a procrastinating producer who could decide just as the movie starts rolling, which actor to cast for each role, which item would become each prop, and which locations to use.


[[:Category:Dialogue|Dialgoue]] can be conditioned for aliases rather than specific NPCs, and [[:Category:Packages|Packages]] can be given to aliases rather than specific NPCs, so that any actor can "step into the role" of an alias in a quest.
[[:Category:Dialogue|Dialogue]] can be conditioned for aliases rather than specific NPCs, and [[:Category:Packages|Packages]] can be given to aliases rather than specific NPCs, so that any actor can "step into the role" of an alias in a quest.


Note: Aliases can be, and often are, predefined. But they can be dynamic, and even in very controlled stories, like the Main Quest, or Guild quest lines, aspects of certain stories are dynamic.
Note: Aliases can be, and often are, predefined. But they can be dynamic, and even in very controlled stories, like the Main Quest, or Guild quest lines, aspects of certain stories are dynamic.
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[[:Category:Scenes|Scenes]] are data in [[:Category:Quests|Quests]] that are used to set up packages and dialogue for multiple actors in such a way that they form a scene, much like a scene in a play. You pick which Aliases to include in the scene, and define package actions, and dialogue actions for each Alias across various phases. Phases, package action stacks, and dialogue action stacks can all have [[:Category:Conditions|Conditions]] so that you can add variations and controls to various scenes.  
[[:Category:Scenes|Scenes]] are data in [[:Category:Quests|Quests]] that are used to set up packages and dialogue for multiple actors in such a way that they form a scene, much like a scene in a play. You pick which Aliases to include in the scene, and define package actions, and dialogue actions for each Alias across various phases. Phases, package action stacks, and dialogue action stacks can all have [[:Category:Conditions|Conditions]] so that you can add variations and controls to various scenes.  


For example, in Skyrim we set up a little "quest" that works like this: When the player enters an inn (change location event, looking for keyword on the location of "LocTypeInn," fills an Innkeeper alias and a Servant alias, and if you sit down in a chair starts a scene where the innkeeper calls out to the servant to come take the player's order. This can work in any inn, and the dialogue in the scene can be conditionalized so that each innkeeper welcomes the player in a unqiue way, and calls out the name of the servant, but all use the same quest and scene to get the behavior.
For example, in Skyrim we set up a little "quest" that works like this: When the player enters an inn (change location event, looking for keyword on the location of "LocTypeInn," fills an Innkeeper alias and a Servant alias, and if you sit down in a chair starts a scene where the innkeeper calls out to the servant to come take the player's order. This can work in any inn, and the dialogue in the scene can be conditionalized so that each innkeeper welcomes the player in a unique way, and calls out the name of the servant, but all use the same quest and scene to get the behavior.


==Story Manager==
==Story Manager==
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The heart of the Radiant Story system is the [[Story Manager]]. It is a [[SM_Event_Node|nested node tree]] that holds all of the radiant story quests and is used to determine which quest or quests are started as a result of receiving a [[:Category:Story_Manager_Events|Story Manager Event]] from the game.
The heart of the Radiant Story system is the [[Story Manager]]. It is a [[SM_Event_Node|nested node tree]] that holds all of the radiant story quests and is used to determine which quest or quests are started as a result of receiving a [[:Category:Story_Manager_Events|Story Manager Event]] from the game.


Every Story Manager Event comes along with various ''Event Data''. For example: A "Change Location" event data includes the old and new locations, and the "Kill Actor" event data includes the victim, the killer, and whether the death is known to be a crime of murder. You can use this Event Data to respond to events that meet specific criteria. This makes Radiant Story a powerful tool for crafting quests and scenes that respond to the players actions or immediate situation, or send him to some place he hasn't been before, etc.
Every Story Manager Event comes along with various ''Event Data''. For example: A "Change Location" event data includes the old and new locations, and the "Kill Actor" event data includes the victim, the killer, and whether the death is known to be a crime of murder. You can use this Event Data to respond to events that meet specific criteria. This makes Radiant Story a powerful tool for crafting quests and scenes that respond to the player's actions or immediate situation, or send them to some place they haven't been to before, etc.


The primary way you make use of Event Data is by using [[:Category:conditions|Conditions]] on the quests and nodes in the Story Manager to check Event Data for particulars.
The primary way you make use of Event Data is by using [[:Category:conditions|Conditions]] on the quests and nodes in the Story Manager to check Event Data for particulars.
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*If the player drops a weapon on the ground, find a nearby guard to come and scold the player for leaving dangerous items laying around
*If the player drops a weapon on the ground, find a nearby guard to come and scold the player for leaving dangerous items laying around


As you can see, '''Radiant Story''' is a power tool for making a quest or scene and leaving certain details nebulous (its location, its quest target, its quest giver, etc.) to be filled in later - it is helpful for directing players to a place they haven't been before, and it can also be used to generate world reactions that respond to things the player has done or involving NPCs the that are important to the player.
As you can see, '''Radiant Story''' is a power tool for making a quest or scene and leaving certain details nebulous (its location, its quest target, its quest giver, etc.) to be filled in later - it is helpful for directing players to a place they haven't been before, and it can also be used to generate world reactions that respond to things the player has done or involving NPCs that are important to the player.


=Components=
=Components=
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=Where to start?=
=Where to start?=


Take a simple radiant quest, like one of the Bounty Quests that shipped with the original Skyrim game (BQ01, BQ02, BQ03, BQ04) and try to decontruct it. See how it uses the Change Location event. See how the conditions are set to fill the aliases. And then make a new bounty quest to go kill something else. Then try extending it so that you are supposed to retrieve something (and make an alias a created reference from a magical weapon loot list). Then change it so it's not an innkeeper but one of the other town folks who gives you the quest. Take a look at some of the "world interaction" quests (prefixed with "WIxxx") to see how you can use some of the other story manager events and find nearby citizens and start scenes.
Take a simple radiant quest, like one of the Bounty Quests that shipped with the original Skyrim game (BQ01, BQ02, BQ03, BQ04) and try to deconstruct it. See how it uses the Change Location event. See how the conditions are set to fill the aliases. And then make a new bounty quest to go kill something else. Then try extending it so that you are supposed to retrieve something (and make an alias a created reference from a magical weapon loot list). Then change it so it's not an innkeeper but one of the other town folks who gives you the quest. Take a look at some of the "world interaction" quests (prefixed with "WIxxx") to see how you can use some of the other story manager events and find nearby citizens and start scenes.
 


{{languages|:Category:Radiant_Story}}
[[Category:Game Systems]]
[[Category:Game Systems]]
[[Category:Quests]]
[[Category:Quests]]
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