2021-08-19 13:58:29 any IF (interactive fiction) affinicados (are such called IFfinicados?) and dabblers here? because https://m.youtube.com/watch?v=HZft_U4Fc-U is fascinating talk 2021-08-19 13:59:02 me 2021-08-19 13:59:09 but cannot open a X browser now 2021-08-19 13:59:15 what is the vid about 2021-08-19 13:59:19 about how to make robust/coping narrative 2021-08-19 13:59:34 super 2021-08-19 13:59:41 what is one of the tips 2021-08-19 13:59:50 title Narrative Sorcery: Coherent Storytelling in an Open World 2021-08-19 14:01:05 well instead of using limiting quest structure you use encounters plus state machines 2021-08-19 14:02:05 good 2021-08-19 14:02:45 those state machines are basically monotonically incrementing counters that you update in response to player actions in encounters were they are relevant 2021-08-19 14:05:08 though I thought of an way to make the peasant in the example the talk author uses more suspicious of you: use leaky integrator/bucket that gets filled a bit each time you try to steal his chicken 2021-08-19 14:06:07 a technique from subsumption architecture ai from robotics 2021-08-19 14:11:14 and the talk author tells about how he dislikes seeing the same exact dialog option again in games like Mass Effect. Though I am tempted to point out a possible gag there: have the same dialog option/question again but with the new response: "why are you asking me about this again? this isnt some sort of game with measly dialogue tree" 2021-08-19 14:17:40 hmm... an interesting idea: use gpt-umpteen or such as improv generator by taking in the .ink file of the story plus the current state of the statemachines and have it continue the .ink file 2021-08-19 14:21:10 another idea is to use an text to speeach generator that understands basic lojban emotional attitutionals or some such. But that requires the writer(s) to know what those are 2021-08-19 16:54:44 test 2021-08-19 16:55:23 toast 2021-08-19 18:13:55 maw 2021-08-19 20:27:35 good evening