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	<title>Comments on: Writing Fable, part two</title>
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	<link>http://grandtextauto.org/2004/11/17/writing-fable-2/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Soullezz</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-109586</link>
		<dc:creator>Soullezz</dc:creator>
		<pubDate>Fri, 23 Feb 2007 21:09:36 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-109586</guid>
		<description>i really loved fable: the lost chapters. but i was wondering if they would make nr.2 so that you will be able to play it on pc instead of only X-box...</description>
		<content:encoded><![CDATA[<p>i really loved fable: the lost chapters. but i was wondering if they would make nr.2 so that you will be able to play it on pc instead of only X-box&#8230;</p>
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		<title>By: nichole nordquist</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-105953</link>
		<dc:creator>nichole nordquist</dc:creator>
		<pubDate>Sun, 14 Jan 2007 06:37:26 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-105953</guid>
		<description>i loved youer game but you need to put some more in to it i mean like when some one has sex you can see them and ther needs to be more clowes and mord disishons and if you are planing on macking another game try to put it on xbox to becase i realy liked your game and i look forword to play ing it agin but i only have an xbox and playstashon2 so can ya... peace out nicky</description>
		<content:encoded><![CDATA[<p>i loved youer game but you need to put some more in to it i mean like when some one has sex you can see them and ther needs to be more clowes and mord disishons and if you are planing on macking another game try to put it on xbox to becase i realy liked your game and i look forword to play ing it agin but i only have an xbox and playstashon2 so can ya&#8230; peace out nicky</p>
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		<title>By: jdog</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-88168</link>
		<dc:creator>jdog</dc:creator>
		<pubDate>Tue, 11 Jul 2006 04:44:32 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-88168</guid>
		<description>hi I have a question? I heard Fable 2 was online I was curious if you can kill opposing players like in other rpg&#039;s.</description>
		<content:encoded><![CDATA[<p>hi I have a question? I heard Fable 2 was online I was curious if you can kill opposing players like in other rpg&#8217;s.</p>
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		<title>By: Oudeis</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-83806</link>
		<dc:creator>Oudeis</dc:creator>
		<pubDate>Sun, 14 May 2006 19:11:39 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-83806</guid>
		<description>It is here. It is called Oblivion. It is much better.</description>
		<content:encoded><![CDATA[<p>It is here. It is called Oblivion. It is much better.</p>
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		<title>By: JB Bone</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-83785</link>
		<dc:creator>JB Bone</dc:creator>
		<pubDate>Sat, 13 May 2006 19:50:26 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-83785</guid>
		<description>I loved the first Fable!!! Now how about Fable two!!!!!!</description>
		<content:encoded><![CDATA[<p>I loved the first Fable!!! Now how about Fable two!!!!!!</p>
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		<title>By: Katherine Spence</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-83134</link>
		<dc:creator>Katherine Spence</dc:creator>
		<pubDate>Thu, 13 Apr 2006 00:57:58 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-83134</guid>
		<description>I loved this game. It was really fun. The only part that I didn&#039;t like was the fact that Maze died. That made me really sad. He was my favorite character. But the rest of the game was top notch.</description>
		<content:encoded><![CDATA[<p>I loved this game. It was really fun. The only part that I didn&#8217;t like was the fact that Maze died. That made me really sad. He was my favorite character. But the rest of the game was top notch.</p>
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		<title>By: Eder Pastrana</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-80817</link>
		<dc:creator>Eder Pastrana</dc:creator>
		<pubDate>Fri, 03 Feb 2006 21:45:16 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-80817</guid>
		<description>I wrote a paragraph but i accidently went back like two pages and deleated it with tab. In my last paragraph i wrote that first of all with all my gaming experience and knowledge i swear to you creators of fable that fable is the best game i have ever played. I have palyed a couple of regular xbox tittles and after i finished them in like a week i got bored of them right away. on around christmas i got fable...i played till today since like 12/25/05 to today 2/4/06. I can tell you with every gaming experience that i have ever had, fable is the best game i ever play, i have many reasons, first of all i have never got bored of it i have 7 different files.....finished...i dont have all the stuff but in my newr files i try to fix mistakes i did in others like...spend extra money, waste experience and other things.I HAVE NEVER PLAYED A GAME LIKE THIS BEFOR, I swear to you awesome creators, I  HAVE   NEVER  PLAYED  A  GAME  AS  AWESOME  AS  FABLE! I can honestly tell you i was so happy when i saw in internetthat iu awesome creators were making a fable 2 coming out in spring (around my birthday march)sbut then i saw it was only for the xbox 360..Guys i cant aford xbox 360. First of all i have those tipe of parents that say&quot;Why do yuou want another game system ,you already have 1&quot; or &quot;we are not wasting money on more crap&quot; I want to play fable 2, i want to buy it and love it and play it forever! Please if theres any way please i beg u with all my heart make it for regular xbox. Please do us  &quot;strict parents people with xbox&quot; a huge favor, make it for regular xbox too please!!Im a true fan of fable i swear to u please make it for xbox regular!Ill even show u some pretty cool drawings of characters i made up trying to make my own story. Please fable makers i ask u a huge favor, please make it for regular xbox too!I even contacted g4tv.com adum and morgan and asked them to contact the fable creators and tell them to make it for xbox. Please im begging you guys I NEED THIS GAME ,WEE all regular xbox people need it for xbox please do us that favor i really have a passion for fable.Give me an adress to send u the pictures i have and ill show u im really a big fan that needs to play every fable game! PLEASE have mercy.I waatched a review on how some people made Phsyconauts and how the  creators were really tired but i no u can do it for xbox too! please read this and consider it please were begging u!With all your respect i ask you to make it on regular xbox with all the options and features as the 360. Please make it come true...

                                                                                   With all due respect

                                                                                        Eder

P.s.:please give me a dirrection to send u guys those pictures and some a my art.LONG LIVE THE FABLE!!!</description>
		<content:encoded><![CDATA[<p>I wrote a paragraph but i accidently went back like two pages and deleated it with tab. In my last paragraph i wrote that first of all with all my gaming experience and knowledge i swear to you creators of fable that fable is the best game i have ever played. I have palyed a couple of regular xbox tittles and after i finished them in like a week i got bored of them right away. on around christmas i got fable&#8230;i played till today since like 12/25/05 to today 2/4/06. I can tell you with every gaming experience that i have ever had, fable is the best game i ever play, i have many reasons, first of all i have never got bored of it i have 7 different files&#8230;..finished&#8230;i dont have all the stuff but in my newr files i try to fix mistakes i did in others like&#8230;spend extra money, waste experience and other things.I HAVE NEVER PLAYED A GAME LIKE THIS BEFOR, I swear to you awesome creators, I  HAVE   NEVER  PLAYED  A  GAME  AS  AWESOME  AS  FABLE! I can honestly tell you i was so happy when i saw in internetthat iu awesome creators were making a fable 2 coming out in spring (around my birthday march)sbut then i saw it was only for the xbox 360..Guys i cant aford xbox 360. First of all i have those tipe of parents that say&#8221;Why do yuou want another game system ,you already have 1&#8243; or &#8220;we are not wasting money on more crap&#8221; I want to play fable 2, i want to buy it and love it and play it forever! Please if theres any way please i beg u with all my heart make it for regular xbox. Please do us  &#8220;strict parents people with xbox&#8221; a huge favor, make it for regular xbox too please!!Im a true fan of fable i swear to u please make it for xbox regular!Ill even show u some pretty cool drawings of characters i made up trying to make my own story. Please fable makers i ask u a huge favor, please make it for regular xbox too!I even contacted g4tv.com adum and morgan and asked them to contact the fable creators and tell them to make it for xbox. Please im begging you guys I NEED THIS GAME ,WEE all regular xbox people need it for xbox please do us that favor i really have a passion for fable.Give me an adress to send u the pictures i have and ill show u im really a big fan that needs to play every fable game! PLEASE have mercy.I waatched a review on how some people made Phsyconauts and how the  creators were really tired but i no u can do it for xbox too! please read this and consider it please were begging u!With all your respect i ask you to make it on regular xbox with all the options and features as the 360. Please make it come true&#8230;</p>
<p>                                                                                   With all due respect</p>
<p>                                                                                        Eder</p>
<p>P.s.:please give me a dirrection to send u guys those pictures and some a my art.LONG LIVE THE FABLE!!!</p>
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		<title>By: Peter</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-80278</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Fri, 20 Jan 2006 03:03:37 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-80278</guid>
		<description>This game is fantastic, I enjoyed it very much.
I spend my night looking for similar games now...
Cheers</description>
		<content:encoded><![CDATA[<p>This game is fantastic, I enjoyed it very much.<br />
I spend my night looking for similar games now&#8230;<br />
Cheers</p>
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		<title>By: JoL</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-75142</link>
		<dc:creator>JoL</dc:creator>
		<pubDate>Tue, 25 Oct 2005 05:22:26 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-75142</guid>
		<description>If there is to be a Fable 2... Make it great, like startin off by recruitin people to join an army of good or eveil you can decide... Like another thing make more options availible not that many were availible in the first one and please make this one longer as well... Make more choices and lead an army or become one and fight alone against evil or form an army of evil or stand alone and take on the good you kno something like that would be awesome... Ohh yea the tatoos were a great idea too in the first i loved it... If you do make this sequel then make more designs for the shoulders arms face etc... I think once you put together something like this you&#039;ll have gamers reaching for it on the shelves, becuz it would be one hell of a game to play....</description>
		<content:encoded><![CDATA[<p>If there is to be a Fable 2&#8230; Make it great, like startin off by recruitin people to join an army of good or eveil you can decide&#8230; Like another thing make more options availible not that many were availible in the first one and please make this one longer as well&#8230; Make more choices and lead an army or become one and fight alone against evil or form an army of evil or stand alone and take on the good you kno something like that would be awesome&#8230; Ohh yea the tatoos were a great idea too in the first i loved it&#8230; If you do make this sequel then make more designs for the shoulders arms face etc&#8230; I think once you put together something like this you&#8217;ll have gamers reaching for it on the shelves, becuz it would be one hell of a game to play&#8230;.</p>
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		<title>By: BRENNON</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-51530</link>
		<dc:creator>BRENNON</dc:creator>
		<pubDate>Fri, 13 May 2005 04:43:16 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-51530</guid>
		<description>pleeze make A fable two, fable one was the best game EVER .....SO PLEEZE!!!!!!!!!!!!!!!!!!!</description>
		<content:encoded><![CDATA[<p>pleeze make A fable two, fable one was the best game EVER &#8230;..SO PLEEZE!!!!!!!!!!!!!!!!!!!</p>
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		<title>By: Phantsy</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-9843</link>
		<dc:creator>Phantsy</dc:creator>
		<pubDate>Wed, 08 Dec 2004 17:51:44 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-9843</guid>
		<description>I&#039;d have to dissagree, i think P.M and his team both at LH and at BBB done an amazing job at making the world feel live and inhabited by &#039;almost&#039; real people.</description>
		<content:encoded><![CDATA[<p>I&#8217;d have to dissagree, i think P.M and his team both at LH and at BBB done an amazing job at making the world feel live and inhabited by &#8216;almost&#8217; real people.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-5528</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Sun, 21 Nov 2004 05:04:44 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-5528</guid>
		<description>Andrew, a few more thoughts in response to your questions around &lt;i&gt;What happens when a player repeats a discourse act (e.g., greet, insult, etc.) for a given NPC type/attitude combination?&lt;/i&gt; I haven&#039;t been able to experiment with this as much as I&#039;d like (I don&#039;t have an Xbox, so I&#039;ve been playing Fable at Josh Carroll&#039;s apartment &#8212; he&#039;s one of the Screen collaborators) but I think this is actually one of the weaker parts of the game. It seems that the approach is to, as I discussed earlier when talking about the BASIC-style line numbers, choose from one of the appropriate possibilities at random. This is fine, but then the game doesn&#039;t seem to keep track of which lines have already been said. So repetition starts happening pretty quickly. It&#039;s the same in the story-driven dialogue. People say the same things to you that they said a minute ago. To me this seems like the game AI treating dialogue as the same as animation. But they&#039;re not the same. It might be acceptable to say: &quot;We have three animations for this combination of circumstances (e.g., greeting someone the character is afraid of) and we choose one of them at random when the time comes.&quot; But it is unacceptable to say the same thing for dialogue. Repetitive dialogue gets hard to swallow much faster.

The repetition is particularly bothersome because Fable is clearly doing so much keeping track of the world, and using it to shape other choices of language. More than once I&#039;ve had the experience of the person I was interacting with doing an unacceptable repetition while, simultaneously, I could hear people in the background saying things that did a pretty good job of reflecting the ways my actions had changed the world, my reputation in the world, etc.</description>
		<content:encoded><![CDATA[<p>Andrew, a few more thoughts in response to your questions around <i>What happens when a player repeats a discourse act (e.g., greet, insult, etc.) for a given NPC type/attitude combination?</i> I haven&#8217;t been able to experiment with this as much as I&#8217;d like (I don&#8217;t have an Xbox, so I&#8217;ve been playing Fable at Josh Carroll&#8217;s apartment &mdash; he&#8217;s one of the Screen collaborators) but I think this is actually one of the weaker parts of the game. It seems that the approach is to, as I discussed earlier when talking about the BASIC-style line numbers, choose from one of the appropriate possibilities at random. This is fine, but then the game doesn&#8217;t seem to keep track of which lines have already been said. So repetition starts happening pretty quickly. It&#8217;s the same in the story-driven dialogue. People say the same things to you that they said a minute ago. To me this seems like the game AI treating dialogue as the same as animation. But they&#8217;re not the same. It might be acceptable to say: &#8220;We have three animations for this combination of circumstances (e.g., greeting someone the character is afraid of) and we choose one of them at random when the time comes.&#8221; But it is unacceptable to say the same thing for dialogue. Repetitive dialogue gets hard to swallow much faster.</p>
<p>The repetition is particularly bothersome because Fable is clearly doing so much keeping track of the world, and using it to shape other choices of language. More than once I&#8217;ve had the experience of the person I was interacting with doing an unacceptable repetition while, simultaneously, I could hear people in the background saying things that did a pretty good job of reflecting the ways my actions had changed the world, my reputation in the world, etc.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-5446</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Thu, 18 Nov 2004 15:42:23 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-5446</guid>
		<description>Andrew, thanks for your detailed comments! I&#039;ve got a slightly-narrow time window this morning, but I will try to respond in more detail later this week. For now, some quick thoughts:

- Yes, without voice synthesis that&#039;s acceptable we can&#039;t get much beyond choosing between a (hopefully large) number of pre-recorded lines. Of course, you and Michael are getting a bit beyond this with Facade by cutting-and-splicing the pre-recorded lines. I really look forward to your forthcoming paper on Facade&#039;s conversational behaviors.

- As for multiple solutions, you&#039;re right that everything I&#039;ve written here should be read in context. The context is my interest in the fact that it&#039;s implemented on the level of language and character. It&#039;s the fact that a bridge keeper, faced with something that&#039;s not part of the scripted story, has something to fall back on besides &quot;I don&#039;t understand that&quot; or Simlish or whatever. It&#039;s the fact that the mini-quest for crossing the bridge is &quot;part of the story&quot; but implemented in a way that&#039;s connected to the keeper&#039;s presence in the virtual world (connected to character, rather than &quot;story part x can be completed one of these ways&quot;). 

- I completely agree with your analysis of the GTA:SA discussion we&#039;ve been having in &quot;&lt;a href=&quot;http://grandtextauto.org/2004/11/11/bigger-isnt-better/&quot;&gt;bigger isn&#039;t better&lt;/a&gt;&quot; &#8212; the pleasure would come in combining exploration and fictional development. And there are certainly things it would only make sense to have happen, say, outside of town. But I wonder if we should even have to traverse all the space to get outside of town, then. People have complained a lot about the &quot;fences&quot; in Fable that keep them from arbitrarily moving around the virtual world. I understand this, but I don&#039;t know if long sections of travel without meaningful events should actually be a design goal. I mean, I think California&#039;s beautiful, but I&#039;m glad Dustin Hoffman doesn&#039;t have to drive up and down it multiple times, in full detail, when The Graduate plays. It&#039;s even okay with me that he crosses the Bay Bridge in the wrong direction. Not that I want to subvert all exploration, but I might like to be able to say, in one of these world games &quot;use a couple long shots to establish that I&#039;m traveling from where I am now to [particular place I&#039;ve already been] and get it done in 10 seconds unless something important happens on the way.&quot;</description>
		<content:encoded><![CDATA[<p>Andrew, thanks for your detailed comments! I&#8217;ve got a slightly-narrow time window this morning, but I will try to respond in more detail later this week. For now, some quick thoughts:</p>
<p>- Yes, without voice synthesis that&#8217;s acceptable we can&#8217;t get much beyond choosing between a (hopefully large) number of pre-recorded lines. Of course, you and Michael are getting a bit beyond this with Facade by cutting-and-splicing the pre-recorded lines. I really look forward to your forthcoming paper on Facade&#8217;s conversational behaviors.</p>
<p>- As for multiple solutions, you&#8217;re right that everything I&#8217;ve written here should be read in context. The context is my interest in the fact that it&#8217;s implemented on the level of language and character. It&#8217;s the fact that a bridge keeper, faced with something that&#8217;s not part of the scripted story, has something to fall back on besides &#8220;I don&#8217;t understand that&#8221; or Simlish or whatever. It&#8217;s the fact that the mini-quest for crossing the bridge is &#8220;part of the story&#8221; but implemented in a way that&#8217;s connected to the keeper&#8217;s presence in the virtual world (connected to character, rather than &#8220;story part x can be completed one of these ways&#8221;). </p>
<p>- I completely agree with your analysis of the GTA:SA discussion we&#8217;ve been having in &#8220;<a href="http://grandtextauto.org/2004/11/11/bigger-isnt-better/">bigger isn&#8217;t better</a>&#8221; &mdash; the pleasure would come in combining exploration and fictional development. And there are certainly things it would only make sense to have happen, say, outside of town. But I wonder if we should even have to traverse all the space to get outside of town, then. People have complained a lot about the &#8220;fences&#8221; in Fable that keep them from arbitrarily moving around the virtual world. I understand this, but I don&#8217;t know if long sections of travel without meaningful events should actually be a design goal. I mean, I think California&#8217;s beautiful, but I&#8217;m glad Dustin Hoffman doesn&#8217;t have to drive up and down it multiple times, in full detail, when The Graduate plays. It&#8217;s even okay with me that he crosses the Bay Bridge in the wrong direction. Not that I want to subvert all exploration, but I might like to be able to say, in one of these world games &#8220;use a couple long shots to establish that I&#8217;m traveling from where I am now to [particular place I've already been] and get it done in 10 seconds unless something important happens on the way.&#8221;</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2004/11/17/writing-fable-2/comment-page-1/#comment-5444</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 17 Nov 2004 20:54:20 +0000</pubDate>
		<guid isPermaLink="false">/?p=485#comment-5444</guid>
		<description>Noah, thanks for this extensive two-part writeup, it&#039;s great to be able to better understand the details of how &lt;i&gt;Fable&lt;/i&gt; was built.  A few comments and questions:

On the one hand, for the &quot;world&quot; dialog, it basically seems like they came up with a certain number of NPC types, a certain number of NPC states, and a certain number of conversational discourse acts / contexts, and then wrote out all the combinations of those, or had their voice actors improvise them.  That seems sort of simple.  On the other hand, without AI to help generate those dialogs, i.e., rules that use different sentence types and word choices depending on an NPCs attitude, etc., and then voice synthesis to speak the generated dialog &#8212; the latter being the bigger technical problem, actually &#8212; there&#039;s little way around this brute-force approach.  

What happens when a player repeats a discourse act (e.g., greet, insult, etc.) for a given NPC type/attitude combination?  For example, if you &quot;wear odd clothes&quot; in front of an NPC twice in quick succession, do you hear the same dialog again?  Some discourse acts, e.g. &quot;insult&quot;, I assume could change the NPC&#039;s attitude towards you, so when repeated, could result in different NPC dialog being spoken.

How is what you&#039;re calling &quot;subversion of hoop jumping&quot; much different than multiple solutions to a game obstacle?  I.e., a player can talk their way past the bridge keeper, or kill him, or marry him, etc.  Perhaps it&#039;s not that common for narrative games to offer multiple solutions to obstacles, and it&#039;s true that implementing it requires the designers and writers to robustly handle more narrative permutations, and it&#039;s a great design goal, but it&#039;s not a particularly new idea. I haven&#039;t played the &lt;i&gt;Deus Ex&lt;/i&gt; games, but I remember reading that multiple solutions was a big feature there.  I&#039;m sure many text-based IF&#039;s offer multiple solutions to certain obstacles. ... Anyhow, perhaps what&#039;s most impressive about this to you in &lt;i&gt;Fable&lt;/i&gt; is that the dialog stays coherent and robust when pursuing these different solutions to obstacles?

I&#039;m glad to hear that &lt;i&gt;Fable&lt;/i&gt; allows NPCs to mix together their &quot;story&quot; dialog and their &quot;world&quot; dialog.  However I cringe in the first place when I hear there&#039;s such a dichotomy between the &quot;story&quot; and &quot;world&quot;.  But, from the way you&#039;ve described it, they seem at least weakly integrated, which is good.  Based on your experience so far playing &lt;i&gt;Fable&lt;/i&gt;, do you think players who were unaware of the implementation would notice the seams between &quot;story&quot; and &quot;world&quot;?

(I note that &quot;story&quot; and &quot;world&quot; dialog is a bit analagous to the &quot;beats&quot; and &quot;global mix-ins&quot; structure we built when writing &lt;i&gt;Facade&lt;/i&gt;.  Both &lt;i&gt;Fable&lt;/i&gt; &quot;story&quot; dialog and &lt;i&gt;Facade&lt;/i&gt; beats are designed to progress the drama &#8212; they are the heart of the story.  &lt;i&gt;Facade&lt;/i&gt;&#039;s global mix-ins are a broad, general set of additional dialog, like &lt;i&gt;Fable&lt;/i&gt;&#039;s &quot;world&quot; dialog, but in addition to just providing a range of coverage, global mix-ins also progress the overall drama towards a crisis and climax.  More on this in an upcoming paper that gives more detail on how &lt;i&gt;Facade&lt;/i&gt;&#039;s conversational behaviors are implemented.)

I also slightly cringe at the idea that one of the fun things to do is to hunt for verbal easter eggs.  Not to discourage players from wanting to hear lots of the good writing &#8212; I&#039;m all for that &#8212; but ideally it&#039;s integrated as part of the game itself.  For example, if the narrative were designed to be played over and over (which &lt;i&gt;Fable&lt;/i&gt; is not, correct?), it would give you the chance to hear alternate dialog, without requiring you to artificially hunt for it.  I think I&#039;ve had an allergic reaction to that kind of activity ever since those multimedia-ish pieces of the 1990&#039;s that require you to click everywhere on the screen to try to find all the objects that will react.  I&#039;m glad to hear &lt;i&gt;Fable&lt;/i&gt;&#039;s AI discourages this by making some/most of your verbal interactions actually count towards something, effectively preventing players from just screwing around with NPCs with no consequences; that wouldn&#039;t be very believable behavior.

Finally, Noah, I think you&#039;re right on when asking for game designs that are dynamic enough to &quot;plug in&quot; most/any characters in a large world into the template of the grander narrative.  You&#039;re wanting the system to be more generative, which I strongly feel is the right design goal.  Someone in the previous discussion about &lt;i&gt;GTA:SA&lt;/i&gt; wondered if that would deflate any motivation to explore the world; if you can have your narrative with only the characters and objects in your immediate vicinity, because the system can dynamically work with them in that way, then why explore at all?  My guess is, I doubt it would come to that; even with a dynamic system like we&#039;re talking about, there will be other reasons to explore.</description>
		<content:encoded><![CDATA[<p>Noah, thanks for this extensive two-part writeup, it&#8217;s great to be able to better understand the details of how <i>Fable</i> was built.  A few comments and questions:</p>
<p>On the one hand, for the &#8220;world&#8221; dialog, it basically seems like they came up with a certain number of NPC types, a certain number of NPC states, and a certain number of conversational discourse acts / contexts, and then wrote out all the combinations of those, or had their voice actors improvise them.  That seems sort of simple.  On the other hand, without AI to help generate those dialogs, i.e., rules that use different sentence types and word choices depending on an NPCs attitude, etc., and then voice synthesis to speak the generated dialog &mdash; the latter being the bigger technical problem, actually &mdash; there&#8217;s little way around this brute-force approach.  </p>
<p>What happens when a player repeats a discourse act (e.g., greet, insult, etc.) for a given NPC type/attitude combination?  For example, if you &#8220;wear odd clothes&#8221; in front of an NPC twice in quick succession, do you hear the same dialog again?  Some discourse acts, e.g. &#8220;insult&#8221;, I assume could change the NPC&#8217;s attitude towards you, so when repeated, could result in different NPC dialog being spoken.</p>
<p>How is what you&#8217;re calling &#8220;subversion of hoop jumping&#8221; much different than multiple solutions to a game obstacle?  I.e., a player can talk their way past the bridge keeper, or kill him, or marry him, etc.  Perhaps it&#8217;s not that common for narrative games to offer multiple solutions to obstacles, and it&#8217;s true that implementing it requires the designers and writers to robustly handle more narrative permutations, and it&#8217;s a great design goal, but it&#8217;s not a particularly new idea. I haven&#8217;t played the <i>Deus Ex</i> games, but I remember reading that multiple solutions was a big feature there.  I&#8217;m sure many text-based IF&#8217;s offer multiple solutions to certain obstacles. &#8230; Anyhow, perhaps what&#8217;s most impressive about this to you in <i>Fable</i> is that the dialog stays coherent and robust when pursuing these different solutions to obstacles?</p>
<p>I&#8217;m glad to hear that <i>Fable</i> allows NPCs to mix together their &#8220;story&#8221; dialog and their &#8220;world&#8221; dialog.  However I cringe in the first place when I hear there&#8217;s such a dichotomy between the &#8220;story&#8221; and &#8220;world&#8221;.  But, from the way you&#8217;ve described it, they seem at least weakly integrated, which is good.  Based on your experience so far playing <i>Fable</i>, do you think players who were unaware of the implementation would notice the seams between &#8220;story&#8221; and &#8220;world&#8221;?</p>
<p>(I note that &#8220;story&#8221; and &#8220;world&#8221; dialog is a bit analagous to the &#8220;beats&#8221; and &#8220;global mix-ins&#8221; structure we built when writing <i>Facade</i>.  Both <i>Fable</i> &#8220;story&#8221; dialog and <i>Facade</i> beats are designed to progress the drama &mdash; they are the heart of the story.  <i>Facade</i>&#8217;s global mix-ins are a broad, general set of additional dialog, like <i>Fable</i>&#8217;s &#8220;world&#8221; dialog, but in addition to just providing a range of coverage, global mix-ins also progress the overall drama towards a crisis and climax.  More on this in an upcoming paper that gives more detail on how <i>Facade</i>&#8217;s conversational behaviors are implemented.)</p>
<p>I also slightly cringe at the idea that one of the fun things to do is to hunt for verbal easter eggs.  Not to discourage players from wanting to hear lots of the good writing &mdash; I&#8217;m all for that &mdash; but ideally it&#8217;s integrated as part of the game itself.  For example, if the narrative were designed to be played over and over (which <i>Fable</i> is not, correct?), it would give you the chance to hear alternate dialog, without requiring you to artificially hunt for it.  I think I&#8217;ve had an allergic reaction to that kind of activity ever since those multimedia-ish pieces of the 1990&#8217;s that require you to click everywhere on the screen to try to find all the objects that will react.  I&#8217;m glad to hear <i>Fable</i>&#8217;s AI discourages this by making some/most of your verbal interactions actually count towards something, effectively preventing players from just screwing around with NPCs with no consequences; that wouldn&#8217;t be very believable behavior.</p>
<p>Finally, Noah, I think you&#8217;re right on when asking for game designs that are dynamic enough to &#8220;plug in&#8221; most/any characters in a large world into the template of the grander narrative.  You&#8217;re wanting the system to be more generative, which I strongly feel is the right design goal.  Someone in the previous discussion about <i>GTA:SA</i> wondered if that would deflate any motivation to explore the world; if you can have your narrative with only the characters and objects in your immediate vicinity, because the system can dynamically work with them in that way, then why explore at all?  My guess is, I doubt it would come to that; even with a dynamic system like we&#8217;re talking about, there will be other reasons to explore.</p>
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