Cornflakes_91 wrote:dont concern yourself with necroing
necro ahead!
Thanks.
Flatfingers wrote:Hi, Joe! Thanks for coming by with this update.So far, the
blog entries for Human Orbit have been amazing. I'm especially impressed with the design of the NPC conversation system, which already seems to be producing both sentences and full exchanges that are very natural-looking. And even though the system of SpeechAct+SpeechOperator seems very effective as it is, especially with Subjects, Generic Subjects, Hints, and NPC knowledge, it looks like the system may be easily extended for special conversational modes. Really nice-looking work!
Thank you. Two questions that I always ask myself when I'm working on something are "Is this simple?" and "Is this extensible?", so I'm glad that's coming through. If you're interested in reading more about Speech Acts and the extent to which they can be used to categorise/describe complex communications then you may be interested in reading a little about
John Searle's Speech Act theory.
Flatfingers wrote:There's an old saying: great minds discuss ideas, average minds discuss events, small minds discuss people. In reality, of course, we all talk at all these levels... but there are still some clusterings that can be seen. So I wonder: to what extent will the world of Human Orbit allow NPCs to do things, which then become fodder for personal conversations?
To quite a good extent. Obviously, NPCs all have their own jobs and activities that they partake in as part of those jobs - speaking in generic terms, this already provides fodder for communication to do with their work schedules, their departmental objectives, their remuneration (and negotiation thereof), their personal career objectives, and so on. Then, on top of that, there is additional room for them to converse about their actual activities - some of the more dull departments might not have a great deal of import to say, but I expect that the exploration and research-oriented departments will be a lot more lively!
When they're not working, there is plenty of scope for them to discuss their other activities - examples that spring to mind are basic gossip, arranging of dates and extracurricular activities, complaints (or compliments!) about one another, their common causes, their divisive issues, discussion of current affairs and events and so forth.
There are also events that can take place on ship - contaminated space debris causing viral problems on-board, high-profile visitors to the station and so on - these events may present opportunities or cause problems for the player. It'll definitely give the player something to chew on when they're trying to manage everything else!
Flatfingers wrote:In other words, how much complexity will there be in the places and objects with which NPCs can interact?
We use a simple technique (broadcasters) to add complexity to objects and to tie their physical purposes and states into NPC's internal motive and communication systems. It's not a new concept, but it's still used because it works extraordinarily well, is simple to use and is good at creating emergent behaviours.
A typical object will implement at least broadcasters saying "Use me!", "Talk about me!" and so on - as well as broadcasters for non-standard states ("Fix me!", "Talk about me being broken!") and so on. From there, extra conceptual broadcasters can also be implemented - like, when a water dispenser is used and the NPC drinks the action of drinking can also broadcast "Talk about what I just did!".
Every time an NPC receives a broadcast like this, they can think to themselves "Do I want to use that?", "Do I want to talk about that?" and so on. They might think "CAN I fix that? No... but I CAN report it..." leading to a chain of responses from a simple broadcast:
- Object broadcasts "Fix me!"
- Passerby A reports it as broken.
- Engineer sends off automated repair droid.
- Passerby B reports it (separately) as broken.
- Passerby C reports it as broken.
- Engineer sends mass email saying "STOP SPAMMING ME about broken object!"
- Player hijacks droid and goes off to do something else
- Passerby A complains that it's not fixed yet!
- Engineer disciplined for high volume of complaints & abuse of mailing system
What I find most beautiful is when complexity emerges from simplicity.
Flatfingers wrote:That's all pretty Simulationist of me. So the practical follow-up question would be: and what kinds of in-game actions for the player would be enabled by giving NPCs a broad range of world-interactions? How do you create a highly interactive world without shifting the focus of the game too much toward something like Sim-control gameplay instead of indirect conversational manipulation?
That is an excellent question, but I think that if I answer it here then this will end up being one mammoth post! I think I'll ask Karl if he can write up an article about this for the blog. Keep your eyes peeled (but I will let you know when it's up)!
Flatfingers wrote:Finally, there's the brief mention that, as the space station's "AI," players will be able to direct robots to accomplish various things. That reminds me strongly of Michael Berlyn's wonderful Infocom text adventure
Suspended. One of the brilliant aspects of that game was that the different robots you could control had different capabilities and personalities. Auda could hear; Waldo could manipulate; Iris could see; and Poet could give information expressed in creative and analogical language. This didn't just make for satisfying mechanical gameplay -- the strong personalities of each robot gave the game a wonderful aesthetic that drew players into the story.
Is anything similar to that being considered for Human Orbit? I'm not normally a fan of copying features of previous games, but this might be a worthwhile exception (if you're not already planning something similar). Somehow I think most of us who remember
Suspended would be happy to see that part of it in a fresh game that many of today's gamers can enjoy.
That's fascinating. I've not yet encountered
Suspended -I'll definitely be checking it out!
One thing that I can relate very directly to that is this: The 'normal' state of the player is a floating drone, about the size of a grapefruit. It doesn't have any significant actuators with which it can directly manipulate physical objects. When the player wants to move things around the ship, they can dock to one of a number of maintenance droids that can be driven around the ship. These are larger and have arms that can enable the player to interact more directly with the physical world.
Flatfingers wrote:I'm very much looking forward to Human Orbit just based on what's been shown so far. Good luck!
Thank you!
Hyperion - this post is already
crazy long and everyone hates walls of text, so I'm going to cut it off here and start writing a separate post to answer your questions.
Thanks as well, Mistycica and Talvenio - The Human Orbit concept is a little different from most other games, so it's always gratifying when to hear when people are interested.