Molloy wrote:It's sort of like Civilisation without the graphics. It's pretty baffling.
Why not just say it's like the 1985
Balance of Power without the graphics?
Molly wrote:I don't really know if this is just a tweak of ideas we've seen already
You answered your own question, really. It's got a front-end that approaches natural language, but that doesn't make it an amazing new thing that we should set apart from all past games, especially when it's identified as a sequel.
In the FAQ, Crawford (I assume) talks about what the engine is aimed at:
Crawford wrote:In Storytronics, you step into a virtual dramatic setting, and interact with computer-generated Actors.
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...the Engine allows the computer-controlled Actors to react to your behaviors in an intelligent, emotionally believable, and dramatic manner.
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Its advantage is that the player can take an active part in the story.
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The 3D graphics that the gamers love so dearly are really great for communicating 3D spatial relationships—but they are of zero utility in communicating emotional factors...
Ignoring the focus on "emotion" for now, it seems that maybe the engine is well-suited for a game like
this hypothetical RPG icycalm described:icycalm wrote: Take for example an RPG in which the player controls a patient in a straitjacket locked up in a hospital's psychiatric ward. All the player can do is talk to other people, and the game ends when the doctors proclaim him cured and allow him to leave. The whole game then would be about convincing the doctors that you are sane, solely through dialogue. No battles, no nothing.
But then Crawford says stuff like this:
Crawford wrote:Storyplay is about people. You laugh with people, you argue with people, you make love with people, you humiliate people, you conciliate people.
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The other characters pursue their goals and desires competently without your intervention. They are thinking, feeling entities, each with their own goals and desires, which may run counter to your own.
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As in traditional literature, the player can form a strong emotional bond with the characters, and as with the best stories, perhaps even come away with a new insight.
Crawford seems to be laboring under the delusion that by presenting information with sentences instead of numbers, the game will be something "more" than just scripts and number-crunching in the background. In truth, what he really seems to want is better natural language processing and AI. Aside from the unusual presentation, any "thinking" his so-called actors are doing isn't going to be fundamentally different than what's already been broached in past games. The issue
is one of depth, despite his claims.