Ingold cites The Last Express and Blade Runner adventure games as (severely flawed) masterpieces that manage a lot of complex world state for effective plotting #GDC18pic.twitter.com/NHUJDOrDhv
Director of Business Development & Growth @PlayAdoptMe. Prev @Hypixel @IGFestUK. note: put something funny yet deeply relatable before saving bio. He/Him 
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Ingold cites The Last Express and Blade Runner adventure games as (severely flawed) masterpieces that manage a lot of complex world state for effective plotting #GDC18pic.twitter.com/NHUJDOrDhv
ok now here's the meat for narrative designers: Ingold argues for an "atomic" model of systemic game narrative, where all story beats are "self-branching" based on world state, player's knowledge model, and time / relevance #GDC18pic.twitter.com/WFzCeFLh3D
according to Ingold, the problem with story atoms is relevance: you end up having to author a lot of redundant conditions like "say this but only if the light is on, only if it's daylight, only if you're not hungry..." etc. sounds very annoying indeed #GDC18
their solution is "scope" / to put story atoms in 4 "buckets"... it goes from local / very specific on the left, to global / always applicable situations on the right #GDC18pic.twitter.com/FcRKThFPJ3
you should also define your story structure / story loop for your game... Heaven's Vault uses "episodes", which are also atoms with their own preconditions ("leads")... no dead air, the next most relevant episode gets triggered #GDC18pic.twitter.com/bgD9zXDTGm
big implications for quest design here: episodes have minimum exit conditions and maximum exit conditions... Ingold emphasizes reaching the maximum point is bad, it means the player is staying too long and boring themselves, so you have to literally kick them out #GDC18pic.twitter.com/RDPrry8A0U
The engine procedurally generates your investigations / "evidence", can tune it easier or harder, can automatically avoid redundancy (e.g. instead of finding another clue about X, it will generate Y instead)... separation of game writing from game narrative (!) #gdc18pic.twitter.com/rOjs9mfw4T
now finally approaching emergent authored narrative in games; you just write so much story you can't possibly hand branch it all... that means you need "narrative debug" tools that automatically test your story chains to help find edge cases and balance the unlock curve #gdc18pic.twitter.com/lZikl1YA3G
now the big problem with automated testing of massive story worlds: computers can't understand story or actual experience of playing a game, and also, the engineering overhead is really heavy now #GDC18pic.twitter.com/LbEORK4MD6
last point: as an industry, we are all failing to "conserve narrative momentum"... Ingold argues players should be thinking about what they're *going to do*, not what they're *supposed* to do... gosh I think this was my favorite #GDC18 talk? ok that's the end, sorry for spam, byepic.twitter.com/IRuWoqTJWL
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