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Nornagest
Joined: 08 Jan 2006 Posts: 12 Location: California
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Posted: Sat Oct 28, 2006 8:17 am Post subject: |
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I believe - and this is after some considerable thought applied to the problem - that it's essentially impossible to procedurally generate descriptions that're actually aesthetically enjoyable.
If it's just a matter of conveying information to players in grammatically valid sentences, then yes, procedural generation can do that. But I can't think of a way to get procedurally generated descriptions to imply information, let alone master the black arts of allusion, sentence flow, and non-dictionary connotations of particular constructions. There's a strong analogy to the classic AI scenario of conducting a conversation with a computer; therefore, just as with ELIZA-style chatbots, I suspect the only real way to make it sound even halfway convincing is to cheat and lean heavily on human-written formulas for various description elements.
The problems with this approach show up quickly. The quality of description is still never quite good enough to pass for human-written (even incompetently human-written), and repeating elements tend to show up easily (especially if a particular player spends a lot of time in a narrow set of environments). The number of rooms you can make is essentially unlimited, yes, but I've never seen a procedurally generated description that didn't effectively read just like the thousands or millions of others generated by the same ruleset.
Again, there's a tradeoff here, and I can't universally condemn one option. From the perspective of gameplay, aesthetics be damned, it's true that static descriptions don't have anything like the kind of depth that dynamic descriptions can. That said, the idea of relegating builders to the role of controlling the input parameters to an algorithm that'd write most of the actual descriptions, viva la revolucion, only seems like an option if you want to derive effectively all the flavor and thematic depth of your world from gear and NPC interactions. Not a very attractive concept in my opinion, and there is a Third Way - it just takes longer and involves learning a markup language. |
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shasarak

Joined: 29 Jun 2005 Posts: 134 Location: Emily's Shop
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Posted: Sat Oct 28, 2006 1:17 pm Post subject: |
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Nornagest wrote: | I believe - and this is after some considerable thought applied to the problem - that it's essentially impossible to procedurally generate descriptions that're actually aesthetically enjoyable. |
I don't think anyone is suggesting otherwise. We're not talking about generating descriptions, merely about filtering them. There will be a number of human-written components, and any given player character will see a subset of them depending on the character's abilities and disposition.
For example, we might have a room in a slaughterhouse. The full description of the room as entered by the builder might read:
"You are %MOVING% %GROUND_PREP% a pool of blood, half an inch deep. The air is filled with the [player->is_vampire(), 'intoxicating coppery smell', 'sickening stench'] of blood."
A non-vampiric player who is currently walking would see:
"You are walking through a pool of blood, half an inch deep. The air is filled with the sickening stench of blood."
If the player happened to be levitating, he might see:
"You are hovering above a pool of blood, half an inch deep. The air is filled with the sickening stench of blood."
If the player is a vampire, he might see:
"You are walking through a pool of blood, half an inch deep. The air is filled with the intoxicating coppery smell of blood."
And so on. it's not about generating content, merely selecting it. |
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quixadhal

Joined: 17 Sep 2007 Posts: 8
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Posted: Tue Oct 09, 2007 5:27 pm Post subject: Re: "Show, don't tell" |
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Violette wrote: | What I'm confused with is this: For example, I love the word intricate. So according to "show, don't tell" I can't use that in a description - I have to describe exactly why it's intricate? |
It all depends on how important the intricacy is to the thing being described.
For most muds, there are really three options to choose from. You can simply mention that something is intricate, in passing. If that's just flavor detail for a description, that's probably all you need.
"The dark stone walls lean over you, casting ever darker shadows as you pass between them. You glimpse tiny whorls of dust, performing an intricate dance away from the less than adequate draft of fresh air your arrival has produced. A single archway leads westward, deeper into the black."
Your second choice is to use the word intricate, but to also make it an extra description (or detail), so that the players might further examine the thing and see why it is intricate.
"The gleaming pale golden blade appears extremely sharp and unblemished. There are strange runes inscribed along the centre, and an intricate web of faint swirls surrounds the runes themselves."
Now, if the player looks at (or examines) the web, or the swirls, he may see:
"The lines are etched in amazing detail, finer than your hair, yet crisp and solid. They crisscross each other in what seems to be a geometric shape, at once containing the runes and seeming to focus them along the length of the blade. In some places, the geometry is so complex that it could almost be mistaken for another kind of writing."
The third choice is to not use the word at all, but imply it by means of your description. There is nothing at all wrong with using words and being direct, but you should try to avoid telling the player how they feel or what they think about something.
"Looking at the remains of the tiny golem, you can see dozens of gears interwoven throughout the chest cavity. Small cams are driven by some of the gears, with barely visible rods extending off towards the extremities. A tiny glowing ember, the same emerald green as the eyes of the creature, shimmers faintly behind the assembly."
To me, that seems an intricate piece of work. Perhaps to someone who works on small machinery for a living, it may not... but me telling them it's intricate won't convince them it is. |
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shasarak

Joined: 29 Jun 2005 Posts: 134 Location: Emily's Shop
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Posted: Wed Oct 10, 2007 10:43 am Post subject: |
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I think the initial post in this thread was a little misguided, TBH. "Show, don't tell" can be a reasonable guide when dealing with rather abstract descriptions, but as the quality in question becomes more concrete it becomes steadily less and less applicable.
For example, if you wish to depict a character in a work of fiction as "evil", it is probably not a good idea simply to say "he was an evil man"; it will be far more effective to depict him carrying out some kind of evil action, such as casually stepping on the face of a fallen child in order to enter his carriage. But that's only true because "evil" is a highly subjective, abstract concept. It's also rather a vague concept: the information that this is the kind of man who steps on children's faces is much more precise than saying that he is "evil".
But, at the other end of the scale, if something is "red" then it is nonsensical to talk about "showing why it is red" as opposed to "saying that it is red" - it is red, and there's nothing wrong with saying so. There may be more effective and evocative ways of phrasing it (it might be "the colour of fresh blood", or "a deep, sensual crimson") but none of these are allowing the reader to deduce what colour the object is, they're simply stating it.
I suspect "intricate" is much closer to the "red" end of the scale than it is to the "evil" end. |
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Deadsoul
Joined: 29 Dec 2007 Posts: 42 Location: Southern Hellinois
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Posted: Sat Dec 29, 2007 7:44 pm Post subject: |
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What always worked for me.
If its not there do not tell it. Do not tell them how they feel, thats for them to discern. Describe what they can see, or what obscures views of other things. Whats in the distance, the ground. Do not use the word you. Do not show mobs in the room desc that pop in the room. The crux, is showing mobs in the distance that could be in the distance, but have moved since they moved.
Assume above all else, that who ever is looking at the room just teleported into the room in question. They dont know where they are, nor do you. |
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