Causal Normalization: A Methodology for Coherent Story Logic Design in Computer Role-Playing Games
Abstract
A common experience in playing computer role-playing games, adventure games, and action games is to move through a complex environment only to discover that a quest cannot be completed, a barrier cannot be passed, or a goal cannot be achieved without reloading an earlier game state and trying different paths through the story. This is typically an unanticipated side effect caused by the player having moved through a sequence of actions or a pathway different from that anticipated by the game designers. Analogous side effects can be observed in traditional software engineering (referred to as data coupling and control coupling), in database design (in terms of unnormalized relations), and in knowledge base design (in terms of unnormalized truth-functional dependencies between declarative rules). In all cases, good design is a matter of minimizing functional dependencies, and therefore coupling relationships between different parts of the system structures, and deriving system design from the minimized dependency relationships. We propose a story logic design methodology, referred to as causal normalization, that minimizes some forms of causal functional dependency within story logics and therefore eliminates some unintended forms of causal coupling. This can reduce the kind of unexpected dead ends in game-play that lead to player perceptions of poor game design. Normalization may not be enough, however. Extending the principle of minimal coupling, we propose an object-oriented approach to story logic, and relate this to principles of normalization and game architecture.
Keywords
Computer Game Game Designer Code Level Causal Dependency Game WorldPreview
Unable to display preview. Download preview PDF.
References
- 1.Huizinga, J.: Homo Ludens: A Study of the Play-element in Culture. Routledge & Kegan Paul Limited, London (1949)Google Scholar
- 2.Aarseth, E.: Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press, Baltimore (1997)Google Scholar
- 3.Lindley, C.: The gameplay gestalt, narrative, and interactive storytelling. In: Computer Games and Digital Cultures Conference (2002), http://www.interactiveinstitute.se/zerogame/pdfs/CGDClindley.pdf
- 4.Frost, R.: Introduction to Knowledge Base Systems. Macmillan, Basingstoke (1986)Google Scholar
- 5.Yourdon, E., Constantine, L.: Structured Design: Fundamentals of a Discipline of Computer Program and System Design. Prentice-Hall, Englewood Cliffs (1979)Google Scholar
- 6.Codd, E.: A relational model of data for large shared data banks. Communications of the ACM 13, 377–387 (1970)MATHCrossRefGoogle Scholar
- 7.Codd, E.: Normalized data base structure: A brief tutorial. In: Codd, E., Dean, A. (eds.) ACM SIGFIDET Workshop on Data Description, Access, and Control (1971), Also published in/as: IBM, Report RJ935 (November 1971)Google Scholar
- 8.Codd, E.: Further normalization of the data base relational model. In: Rustin, R. (ed.) Data Base Systems. Prentice-Hall, Englewood Cliffs (1972); Also IBM Research Report RJ909Google Scholar
- 9.Date, C.: An Introduction to Database Systems, 3rd edn. Addison-Wesley, Reading (1981)MATHGoogle Scholar
- 10.Debenham, J.: Knowledge Systems Design. Prentice Hall, Englewood Cliffs (1989)Google Scholar
- 11.Debenham, J.: Knowledge Engineering: Unifying Knowledge Base and Database Design. Springer, Heidelberg (1998)MATHGoogle Scholar
- 12.De Marco, T.: Structured Analysis and Systems Specifications. Yourdon Inc. (1978)Google Scholar
- 13.Gane, C., Sarson, T.: Structured Systems Analysis. Prentice-Hall, Englewood Cliffs (1979)Google Scholar
- 14.Booch, G.: Object-Oriented Analysis And Design With Applications, 2nd edn. Benjamin Cummings (1994)Google Scholar
- 15.Oliver, J.: Polygon destinies: The production of place in the digital role-playing game. In: Computational Semiotics for Games and New Media (2001), http://www.kinonet.com/conferences/cosign2001/Google Scholar
- 16.Rimmon-Kenan, S.: Narrative Fiction: Contemporary Poetics. Taylor & Francis Books Ltd., Abington (1998)Google Scholar
- 17.Genette, G.: Narrative Discourse — An Essay in Method. Cornell Univcersity Press (1983), Translation by J. LewinGoogle Scholar
- 18.Gunder, A.: Berättelsens spel. Berättarteknik och ergodicitet i Michael Joyces afternoon, a story. Human IT 3, 27–127 (1999), http://www.hb.se/bhs/ith/3-99/ag.htm