Friday, 2 July 2021

#26 Durability and Impact

"Half a Century of Poetry"

Of late, I've been repeatedly thinking about why I actually write all these posts. Why did the bard Dandelion write all his ballads? Why do people write down all their thoughts into countless diaries, sheets of paper, books?

One answer to these questions lies in the concept of durability, I believe.

Durability

That, which stays with us, even though the world and we ourselves might change - that is durable, persistent, it endures. The divide between duration and change is at the foundation of time, as can be seen in a previous post of mine on this topic where I found two ways to define time:

  • subjective: shows itself in the continous existence of observation and reality
  • objective: shows itself in the changes/durations that are happening in reality

Note that actually both definitions formulate time based upon the dualism of change and duration. The second one does this in an obvious way, the first implicitly refers to that with the term of continuation - in opposition to non-continuation which essentially is change.

Impact

Those things that are not or slowly changing have a more unconscious, contextual, surrounding impact. They are a room of many lower perceptions, background chatters that accompany us. If something is there only for a short time, then it grabs our attention, stands out due to its movement - it is more punctual, more embedded in the main thread of our stream of consciousness.

** A valuable lesson for quest design is thus: Use the players budget of unconscious and conscious perception capabilities such that she and you can author her the desired experience. **

The division between unconsciously/contextually and attentively/consciously
perceived information can be found in this Inception poster: Compare the
trees/cars with the main characters and street.

For quest design this is actually one of the central things to mind, if I think about it. Let's look at a formulation of the nature of quests again:

a series of connected goals and events, where subsequent elements are only revealed, when a previous event has happened (which includes reaching a goal)

The important components of quests are goals and events, where an event describes a change and a goal describes a striven for change not having happened. But there is an extra layer to this that we may perceive: Recurring changes, so the same or similar changes happening. In such a rythm of recurring changes in a timeline durability is present.

One of the main tasks of the quest designer seems thus to build changes and durations. I think that merely showing something often and preferably to the players conscious senses makes the thing more outstanding to him.

** So a second advice I'd give my future self is: Across all the changes happening in a quest, keep showing those things which should be the driving components of the quest enacted by the player. **

Let's see, if I can use those thoughts in practice.

Further Reading / Inspiration

  • Henri Bergson: Matter and Memory, see e.g. the corresponding wiki-article

  • Totten, Christopher W. (2019) An Architectural Approach to Level Design. Especially the chapter on rythm, pacing and structure.

A Cyberpunk Storyquest

For a course at my university I've been developing a quest/progression system, which I presented earlier here on this blog. Because it seemed fun and to showcase the system in a more focused context, I transferred it to some kind of a interactive novel that has serious Cyberpunk 2077 vibes.

I enjoy those colors.

A feature added are sub quests: There are now certain nodes in which you can enter a sub sequence of nodes. Planned features are a sight radius of visible nodes, a visualization of different node types and possibly a fmod integration (that would be cool). Here I want to write a story-quest for that project.

In the story, the avatar is on the run through a city, experiencing several moments of thought, emotions and external events on the way. While the story progresses and branches, immersion in the character is more easy due to staying with him/her so long. Slowly, the characters motivations and intentions are unraveled, drawing the player into roleplaying (like, actually playing the role).

The story shall be composed of several parts, maybe short-stories, the initial one defined by two questions: What are we up to? Will we achieve it?

Unconsciously, the constant, goal-oriented running through the city shall be the main topic, that endures most of the time. Consciously meeting the city and the avatar's inner shall be of concern.

I'll write down the story in section summaries. A section looks somewhat like this:

You're running
Faster and faster
The neon city lights shining
oh so bright

Each of these lines will probably have a separate blend-in. But now to the structure:

  • You're running in a cyberpunky city
  • Something is on your mind
  • There's violence nearby
    • Keep going
    • 1) Disturbed run
    • 1) Wasted opportunity of showing your fighting-power
    • Stop it
    • 2) You efficiently and powerfully disturb the violence
    • 2) An extra sprint is necessary
  • The avatar believes in his/her rising
  • Is being worth it?
    • Is life worth being?
    • Is love worth being?
  • Numbness, no answer
  • A moment of being tired
  • Trotting on, but wait...
    • That smell...
    • 1) The smell of totalitarism
    • Them sounds...
    • 2) The sound of oppression
    • Those vibrations...
    • 3) The movement waves of militech
  • Something's off - the pursuers?
  • Turning up the speed
  • Images of capitalistic force - an abyss:
    • Let the streamlined winds of speed guide you
    • 1) Muscles of steel accelerate, you sprint over the abysses air
    • Touch the earth and ascend
    • 2) Metal touches asphalt, hydralics press you into air
  • A bridge is shattering, the first prophecy of machine fulfilled
  • You take in all that is around you, rise up a hill
  • There is the king, a tower of matte gray and silver-white pillars
  • Determined reaching of the goal
    • You throw the atomic warhead
    • You run into hell's gate
  • The explosion
  • The aftermath
  • The ending line

Implementing this in the system would be rather tiresome, since every separately blended in line would need an event that has to be set up and wired manually - without visual scripting. That's why I won't do this now. Another reason is that I've written only the outline here, but actually lines are only there until (including) "A moment of being tired".

Ideas for Feedback

  • What other design principle might be formulated on the basis of the duration/change dualism?

  •  The short story is intended to be rather fast-paced. Do you think the concept might work?

Half a Century of Poetry

Granted, I didn't write about durability right now out of interest alone (even though I (guess one perceives that) do am intrinsically interested). This post carries the number 26 in its name, which is the half of 52, which is the number of weeks in a year.

Meaning, my "one quest design a week" is halfway through. What remains of the first half? What will remain at all? / What durability will this blog's content have?

To answer the first question: Well, a small encyclopedia of preserved thoughts for one. As I stated in the conclusion of post #24, a motivation for this is probably in the somewhat self-expressive need for putting thoughts down, develop and synthethizing them. Communicating those things to others is rather a nice side-effect.
Secondly, a feeling of achievement is there. I've written 26 posts with theory and practical share and I'm proud of each of them (even though some are more dear to my heart). Many of the theoretical things have brought advancements in my own thinking about the topics. I know from those blog statistics that I'm not the only one reading my ramblings. I've received feedback one or two times, and it was positive. I've been able to use the posts to advance my other projects. And, most importantly, I feel more confident doing quest design.
On the other hand: I'm missing bringing a quest from idea to implementation here. I tried doing this with that Witcher quest, but I didn't even finish the design phase yet. Maybe this just isn't the right environment to do this.

What will remain at all? I strongly believe that the positive effects noted above won't fade away. Whether my practical goals will be achieved better, I don't know yet. I'm unsure if the blogging will continue when the project is completed - a casual post here and there might be something. I'm hoping to improve, solidify my quest design skills and reach a certain level of competence. Like, being able to quick and dirty design and implement a quest in a selected range of engines, given any idea.

Freedom of Thought         

I'm sure this won't be a work like Julian Alfred Pankratz viscount de Lettenhove's "Half a Century of Poetry", especially not in importance for the history of word in its world. But I do feel - for myself, I don't expect others to feel this - a certain beauty in this. A beauty of allowing myself to progress and express in my very own way - chosen based on freedom.

Conclusion

The tempo isn't fast and decreases in small steps only, but I think the rate of posts on time is drawing close to zero. I'm missing a post on pacing and rythms yet, might be that there's something coming from that angle. We might also meet endurance again if I say something about cycles in (between) game/gamer or if I would take a look at memory.

Writing about this is very fascinating to me, because it is so closely tied to matters of life and death - when I'm dead, my self no longer endures, or at least I think so. And what endures in my self while I live, that is, what is relevant to me. And if it shows in my consciousness, then I can inspect that.

Well okay. There was also that Cyberpunk 2077 inspired short-story-side-quest-thingy, where I wanted to inject some design principles. But I realized, that the injection doesn't work when planning the high-level sections, but only when doing the concretest work, e.g. writing lines and decisions in this case. I'd like to finish this, but I fear that I'm kinda not doing quest design then any more: That is rather operating on that higher level. Ah, to have a writer who'd do that for me.

Enough talk for this already (again) long and thought/text-heavy post. I'm thankful for you, unknown reader, who might have discovered/seen and read this. I hope you found something of value.

Have a good time!

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