Emergent Stories in Crusader Kings II. Henrik Fåhraeus Game Director, Paradox Dev Studio

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Transcription:

Emergent Stories in Crusader Kings II Henrik Fåhraeus Game Director, Paradox Dev Studio

So, who is this guy? Designer and/or Programmer on: Europa Universalis II Hearts of Iron Victoria Crusader Kings Hearts of Iron II Europa Universalis III Hearts of Iron III EU: Rome Victoria II Crusader Kings II

Invention, it must be humbly admitted, does not consist in creating out of void but out of chaos. Mary Shelley

Emergence Why the Hype? Interactivity separates games from other forms of entertainment Interactivity -> replayability -> $$$ Less interactivity with fixed narrative But... narrative is engaging!

Linear Stories Pros: Highly evocative Cons: Not interactive

Branching Stories Pros: Somewhat interactive Highly evocative Cons: Still quite limiting Needs more content

Improvised Stories Pros: Highly interactive Social Cons: Creative effort Social

Emergent Stories Pros: Highly interactive Cons: Hard to realize Less evocative Emergent Stories = Game Anecdotes

What is Crusader Kings? + =

Crusader Kings I (2004) Strategy-RPG Medieval Era Feudal Simulation Character Focus Big Noses

Crusader Kings I (2004) Skills Personality Traits Family Relations

CKII Design Goals Thousands of Characters Family First Opinions and Personalities Ruthless Conflict Lady Luck is Fickle

Crusader Kings II Prettier Graphics More Characters More Intrigue More Stories Smaller Noses

Emergent Story Example You, the popular king s vassal and a claimant to the throne, have him assassinated with poisoned wine His little brother, a mere toddler, succeeds to the throne The queen mother (AI) suspects you and tries to have you killed (AI action), but only wounds you (chance) You revolt against the weak regency, win the war, and become the new king You throw the queen mother and her whelp in the dungeon and let them both rot (evil bastard satisfaction!) Your wound festers, and you die (chance) (bummer!)

Systems Soup? Systems Soup: Flat interactions that do not amount to anything. No tension, no peaks and valleys.

Systems Soup with Dumplings! Plausible AI Actions Plausible AI Reactions Consistent AI Behaviour Perceived nuggets of Meaning (Anecdotes)

Emergent Story: A Deal with God The king of Norway has a pathetic son and heir (Craven, Shy, Slothful) The wastrel dies of Consumption (chance) after siring a Genius son The king gives his grandson the best education (player choice) The kid comes down with Pneumonia at age 16 (chance) Being Zealous, the king prays for his heir (scripted event), begging God to take him instead (player imagination) The grandson recovers (possibly scripted effect). Two days later, the king dies... (pure chance)

Apophenia? Apophenia: The experience of seeing patterns or connections in random or meaningless data.

Imagination, not Hallucination Daydream, not psychosis Players do not expect real meaning The art is expressed through the simulation itself, not any single emergent story

Conflict, Complexity & Drama If it bleeds, it leads. Journalist Adage

Story Engine Quantity of Agents Quality of Agents Limited Resources Changing Conditions Multiple Courses of Action Repercussions Appropriate Persistence Dubious Morality

Personalities Attributes Traits (with AI values) Drives AI

Opinions -100 to 100 Situational or Timed Drives AI

AI Actors are Crucial!

Custom Narrative Life is a dark chain of events. - Friedrich Nietsche

Custom Narrative Starts situationally Branching Events Grounds the Player Evocative / Immersive AI still in character

From Holy Kingdom to Unholy Nightmare A player got the Joan of Arc narrative events Soon, the demon child narrative events also started Little Sebdan was believed to be the child of Satan Lasairfionna, the Maid of Ormond, was made the tutor of the child Sebdan appeared to turn out well When she turned 16, she still became the incarnation of evil Her older siblings started mysteriously dying off

Custom Narrative So now I have put down the revolts, and my army of the damned terrorize the Irish High Kingdom and there's not a damned thing anyone can do about it but stare in utter horror of the fulfillment of a satanic plot to overthrow a kingdom blessed by the arrival of a warrior saint who now weeps over the corpses of her dead family. Help me.

Emergent-Custom Stories Pros: Highly interactive Evocative Cons: Not pure

Crusader Kings II The Verdict Crusader Kings II is a constant source of dark comedy. IncGamers Crusader Kings II is the most adept game I ve ever played at generating dynamic narratives. Even at its most basic, the game s events hang together in fascinating and occasionally hilarious stories. PCGamer I've never played a game that lets me revel in my own stories quite like this one. - Kotaku Anyone interested in emergent gameplay, dynamic narrative and the humanising of strategy would do well to spend a few days in the company of Crusader Kings II. - Rock, Paper, Shotgun

Future: Contextualized Custom Narrative

Future: Emergence Detection Direct Feedback Emotional music, animations, etc Chronicling The emergent stories are chronicled Reactive World AI actors react to whole stories Story Achievements

Future: Directed Emergence

Future: The Massively Singleplayer Game + + =?

Recap: CKII Recipe for Emergent Drama Sandbox gameplay A great many AI actors AI personalities and opinions Changing conditions Conflict! Low Morals Add salt, sprinkle with custom narrative, and stir!

Takeaway Emergent stories allow for enormous replayability Think of story emergence as mimicking real life Plausible AI actors are crucial Scripted and emergent narrative make great friends