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Comments on: The Lure of the Monomyth http://Farbs.org/the-lure-of-the-monomyth Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.31 By: Dan Graf http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-18031 Mon, 26 Jul 2010 01:55:36 +0000 http://www.farbs.org/?p=422#comment-18031 Given the timeframe it’s a very rapid ‘mini’ workshop, but essentially it’s a interactive learning session where, rather than talk at people for 50+ mins, I lead some activities that firstly involve retelling a familiar story & playing a game together, then reflecting on & analysing the experiences on varying psychological levels & then to finish up we apply what we’ve learned in a quick design + pitch exercise.

It’s just a primer – nothing too in-depth, but it aims to demonstrate a useful tool – an interpretive paradigm for how story & gameplay correlate.

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By: Farbs http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-17574 Fri, 16 Jul 2010 02:40:05 +0000 http://www.farbs.org/?p=422#comment-17574 @Dan: Yep I’ll be there. Sounds fun! I’m not sure what day/time my panel will be, but if scheduling allows it I’d be very keen to attend your workshop. Actually I’ve never been to a workshop – how do they work?

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By: Dan Graf http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-17543 Thu, 15 Jul 2010 12:45:33 +0000 http://www.farbs.org/?p=422#comment-17543 Farbs :) Wow- it’s great to see more devs interested in applied storytelling theory – You’ll be at Freeplay right? I’m running a workshop on “Story Driven Game Design” & I’d be honoured to reserve a spot for you.

A lot of my research into story & experience design involved the work of Joseph Campbell (the guy who identified the Hero’s Journey & coined the term “Monomyth”) so it might prove helpful. Infact, the problem of procedural quests you mention here is really poignant & it’s something I’ll try to incorporate into the workshop. :) cheers!

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By: Rich W http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-17153 Fri, 09 Jul 2010 22:46:25 +0000 http://www.farbs.org/?p=422#comment-17153 I’ve been poking around the concept of procedural narrative off and on for a while now, and the Dwarf Fortress adventure mode method really intrigued me. It’s basically a completely bottom up system that simulates conflicts and other systems, and needs bubble up from those interactions.

For example, a goblin camp is close to a human village. As such, the goblins end up raiding the human village one day and kidnap a villager’s child. When the player discovers this village, that character need has been established and if the player talks to him, he’ll express that need and potentially offer a reward based on his wealth or belongings or whatever.

The end result is similar to what you might find in a scripted game, but the motivations ring a little more true, and the nuanced variances will definitely make each one of these play differently than the last.

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By: Squid with thumbs http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16512 Thu, 01 Jul 2010 08:53:41 +0000 http://www.farbs.org/?p=422#comment-16512 Me doing quests is a stupid notion. I’m more awesome than any NPC. Make them do the quests. If I have the rewards to give, they will do my bidding.

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By: Leandro Penz http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16480 Thu, 01 Jul 2010 00:10:23 +0000 http://www.farbs.org/?p=422#comment-16480 Just some thoughts…

You can make factions be specialists – one makes the best shields, the other makes the best weapons or the fastest engines. And they need raw materials, and build and sell their specialty based on what they have. The factions can also build their own scavengers, defenses, etc. They either “like” or “dislike” each other and the player, and their prices depend on it.

You can now have quests like “kill faction X’s scavenger”, “provide me with quality X raw material”, “provide me shield/weapon/engine with quality at least X – to build scavenger/defense/etc.” that really affect the universe and the available components.

Getting the factions to a random level at the start of the game can also make each play more unique.

You can also throw in some more stuff like crew members from the factions that the player can get by being nice to them (give them a face) so that not everything can be obtained by force.

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By: Berin http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16479 Wed, 30 Jun 2010 23:48:26 +0000 http://www.farbs.org/?p=422#comment-16479 Kiaora amigos.

I think i mentioned something similar in a previous post, but as a non quest based incentive to get players searching the dark and hopefully seedy nether-regions of the Jamesonverse, you could simply put random rewards (I dont know, maybe an new class of building materials left from a precursor race or random ship heart attribute bonuses) ..umm. oh yes, put those out in the depths of space. The futher the distance from 0, 0 – the greater the potential reward, but the greater the threat of becoming laser seperated space junk.

Quests sounds awesome too.

-B

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By: Vaconcovat http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16478 Wed, 30 Jun 2010 23:44:59 +0000 http://www.farbs.org/?p=422#comment-16478 Well, you could also have “undefined” quests, or jobs. An example of this is the “scrap hauling”. Nothing could tell you that you can make a profit for scrap hauling, you just discover the option to sell modules at stations, and thus, discover and “undefined” way to make money. Just don’t have info buoys come up to you and say “[Name] has a new quest for you, [questname]!”

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By: ryan http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16474 Wed, 30 Jun 2010 23:14:38 +0000 http://www.farbs.org/?p=422#comment-16474 ben’s idea sounds awesome. and it does sound like it could be set up to be randomly generated and still be really interesting.

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By: Alehkhs http://Farbs.org/the-lure-of-the-monomyth/comment-page-1#comment-16461 Wed, 30 Jun 2010 20:15:28 +0000 http://www.farbs.org/?p=422#comment-16461 Sounds fantastic! Can’t wait to see it in action.

@ryan: Escort missions would be fine as randomly offered, optional quests, allowing the player to pick what jobs they want to freelance.

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