ChienAboyeur
SasqWatch
- Joined
- March 29, 2011
- Messages
- 6,265
Previously, in this thread (http://www.rpgwatch.com/forums/showthread.php?t=22893), it was established that video gaming is at a turning point and being changed deeply because of monetization of play time through broadcasting of gaming sessions.
Up to that point, video gaming was a process to be involved actively in. With the monetization of broadcast, it is growing into a process to be involved passively in.
This creates a new relationship between the director (the player who broadcasts his play sessions) and the auditors (people who watch the broadcast). This relationship orients the design of games as the demand by players who monetize their playtime weights more on the selling side (video games makers) than the demand by players who do not.
Players who monetize their play time come in different stripes.
For example, professional players. Their design demand is that the game must work as a proper platform to showcase their skills, since the audience of their broadcasts want an exhibition of (game) skills.
Professional players affect a small minority of games.
Other broadcasters use games as platforms to run something like a one man show. Their primary demand on game design is that it supports the acting side.
Some games require focus it is not possible to set up an actor show (as the games used by professional players)
These players are much more numerous than professional players and their impact go on a larger number of games.
These were the points made in the other thread.
Things are already in motion as design now includes the notion of AI director.
Several constraints are put on video makers (directors)
-the constraint of content: the director must think of a narrative to hook the auditors up. It is not enought to play the game, the game must be used to tell a story to the auditors since the auditors want to be told a story.
-the constraint of time: content might take more or less time to produce in several ways. The ideal situation being the streaming situation, that is when a player sits down, launchs the stream and play. It is the minimal time, the content is broadcast as it is produced.
Streaming comes with no edition work but even streaming might require preparation work to get the content interesting. It might be grinding for ten hours to vaporize the obtained loot in the hour long streaming etc.
Some games might go with tedious sequences it is better to edit out etc
For all these reasons, players who monetize their play time strive to close to the conditions of streaming, including the majority of those who use outlets like Youtube. For this, they are called streamers (even though they do not litterally stream)
These constraints set a profile for game designing. And this has already given birth to the AI director.
The AI director takes in charge the task of providing an interesting content instead of it being the task of the stream.
The AI director elaborates an eventful material to fit a preset a narrative. This creates a special bound between the streamer and the watchers as watchers know what kind of content from the game they can expect.
For example, an AI director might provide material for a " bad days go like this" experiment, stacking up adverse events. This frees time and space for the streamer to put forward his one man show as he is no longer burdened by the task of setting up a narrative.
Already, the demand by players who monetize their play time is being met as the effort of imagining valuable content is being relieved.
So far, story in video games were told in two main ways:
-scripted ways. The story is written by a writer and later included in the game. Players follow the various branches to a pre determined end.
-free form. The game provides material for the players to elaborate a narrative.
For example, Skyrim provides both, a scripted storytelling and a freeform storytelling.
Skyrim has no director AI though.
While being close to the free form, an AI director is different in that it takes away the licence of imagining the narrative.
Scripted storytelling will probably endure but it is not sure that free form storytelling might go strong over time.
Free form is all up to the player and is only as rich as the imagination of the player to stage his avatar in various situations.
The AI director experience is as rich as the AI director can make it. And it is effortless, which serves so well players who monetize their play time.
Up to that point, video gaming was a process to be involved actively in. With the monetization of broadcast, it is growing into a process to be involved passively in.
This creates a new relationship between the director (the player who broadcasts his play sessions) and the auditors (people who watch the broadcast). This relationship orients the design of games as the demand by players who monetize their playtime weights more on the selling side (video games makers) than the demand by players who do not.
Players who monetize their play time come in different stripes.
For example, professional players. Their design demand is that the game must work as a proper platform to showcase their skills, since the audience of their broadcasts want an exhibition of (game) skills.
Professional players affect a small minority of games.
Other broadcasters use games as platforms to run something like a one man show. Their primary demand on game design is that it supports the acting side.
Some games require focus it is not possible to set up an actor show (as the games used by professional players)
These players are much more numerous than professional players and their impact go on a larger number of games.
These were the points made in the other thread.
Things are already in motion as design now includes the notion of AI director.
Several constraints are put on video makers (directors)
-the constraint of content: the director must think of a narrative to hook the auditors up. It is not enought to play the game, the game must be used to tell a story to the auditors since the auditors want to be told a story.
-the constraint of time: content might take more or less time to produce in several ways. The ideal situation being the streaming situation, that is when a player sits down, launchs the stream and play. It is the minimal time, the content is broadcast as it is produced.
Streaming comes with no edition work but even streaming might require preparation work to get the content interesting. It might be grinding for ten hours to vaporize the obtained loot in the hour long streaming etc.
Some games might go with tedious sequences it is better to edit out etc
For all these reasons, players who monetize their play time strive to close to the conditions of streaming, including the majority of those who use outlets like Youtube. For this, they are called streamers (even though they do not litterally stream)
These constraints set a profile for game designing. And this has already given birth to the AI director.
The AI director takes in charge the task of providing an interesting content instead of it being the task of the stream.
The AI director elaborates an eventful material to fit a preset a narrative. This creates a special bound between the streamer and the watchers as watchers know what kind of content from the game they can expect.
For example, an AI director might provide material for a " bad days go like this" experiment, stacking up adverse events. This frees time and space for the streamer to put forward his one man show as he is no longer burdened by the task of setting up a narrative.
Already, the demand by players who monetize their play time is being met as the effort of imagining valuable content is being relieved.
So far, story in video games were told in two main ways:
-scripted ways. The story is written by a writer and later included in the game. Players follow the various branches to a pre determined end.
-free form. The game provides material for the players to elaborate a narrative.
For example, Skyrim provides both, a scripted storytelling and a freeform storytelling.
Skyrim has no director AI though.
While being close to the free form, an AI director is different in that it takes away the licence of imagining the narrative.
Scripted storytelling will probably endure but it is not sure that free form storytelling might go strong over time.
Free form is all up to the player and is only as rich as the imagination of the player to stage his avatar in various situations.
The AI director experience is as rich as the AI director can make it. And it is effortless, which serves so well players who monetize their play time.
- Joined
- Mar 29, 2011
- Messages
- 6,265