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Development Diary #6: Mission Scripting And Ink

This week we have Technical Director Nick Slaven joining us. He’s going to share his thoughts on the important tools we’ve developed to build all the things we need for our narratives, like cutscenes, missions and dialogue:

Quests and princesses and chat, oh my.
Here at the Chinese Room we are all about storytelling. Our games are rich in narrative and the way we tell them, and for the story to make sense, we need to give the player something to do, other than just walking.

My name is Nick and I make sure that our team are able to tell stories and give the player things to do.

As a studio working on two large projects, we have to be smart about how we use our technology. We’re building systems that are used on both Vampire the Masquerade: Bloodlines 2 and Still Wakes the Deep and fits the needs for both those teams and makes everyone’s work easier. As a narrative studio, that means tools for storytelling.

Storytelling involves more than just the spoken word. We may want to travel across the land to obtain the magical artefact that unlocks the door to the princess’ castle. I’ll stop here before I embarrass myself more with my lack of narrative ability. The point remains, in a few words I can describe something of a story and it materialises in your imagination.

Let’s back up a bit, it’s easy for us to interpret, but how do we get the game to recognise that you have got the magical artefact and how does picking it up then unlock a door to allow you to progress in your quest. How do we do that?
Our answer was to develop a way of describing the story as a sequence of events that the game engine can interpret, we call this mission scripting.

Mission scripting is a high level way of representing a sequence of events that the player may need to solve in order for the story to progress. For instance, you may need to find a key to open a door. We do this by representing the state of the game story and the event that will drive the story forward. In this case, opening the door; we look for a key, and only once we’ve found the key can we open the door, and face whatever is in the room.

Here's a screenshot of how this might look in our mission scripting system.

dd6 mission scripting.png

Example mission in the scripting system.

In a proper game story, there will be hundreds of states, on many story paths, here’s a small snippet of one of the missions in one of our current games.
dd6 mission scripting 2.png


There’s a lot happening, but having a simple way of defining the mission structure allows our design team to quickly iterate on the missions and get them as good as they can be.

That’s the doing bit, but what about the talking?
Branching narrative is complex. From each decision point the story can go many ways. Rather than write our own tech for this we decided to use Ink, an open source narrative scripting language created by Inkle studios. We needed to port this from C# to C++ to get it working with Unreal, but this was way quicker than writing our own narrative scripting system from scratch.

Ink-example.png

Visual example of a text in Ink. Not part of Bloodlines 2.

Ink allows our narrative team to create the spoken word that accompanies the mission scripting to tell the story of the game. This is written as a narrative script, much in the same way that screenplays are written for film and tv.

Arone, our principal narrative designer, had this to say about using Ink for narrative creation.

Arone Le Bray: “It's interesting... There are definitely a bunch of things that I like about it and I think those are mostly from the point of view of how we have integrated it. We can use the basic scripting language inside it to make scenes that are non-linear and have reactivity without having to re-write the same scene multiple times.

Then, being able to put a single conversation file into a block that fires in-game, without needing to be fiddly with a lot of scripting there? Also lovely.
But yes, it doesn't have a huge barrier to entry for using it as newbies, or even sharing our work with other teams. At its base, it's a word document, but the fact that the Ink formatting is present lets us make that word document (which most people already understand) into a functional, nearly-live game development tool? That's a HUGE win.”


How do we then make that into animation and audio?
Our solution was to introduce the ‘dope sheet’. We stole this name from the animation industry, but essentially for each line of dialogue the authors create, we can specify an audio event, along with animations for the face and body and a bunch of other things. The dope sheet is like a spreadsheet in excel, but with bells and whistles that allow us to preview audio and animation as we set up the scenes for dialogue in the game.

dd6 dope sheet cam.png


When the player makes a text choice in the game, the system presents that choice to the Ink runtime, in return we get a text response which we cross reference via the dope sheet to get the animations and audio to play to show back to the player.

Combining mission scripting and Ink have given us a very flexible and powerful system in which we can tell stories. We are using these systems on all the titles we are creating.

As we’ve had so much of a step up from using ink, we thought it only right to give something back, and so we have created Inkpot, which is a lightweight blueprint friendly wrapper of our C++ port of the Ink runtime. This is now freely available from our GitHub site. You can download this tool and use it in Unreal for yourselves. If you do, let us know! We’d love to see what people create.

GitHub - The-Chinese-Room/Inkpot: Inkpot - a container for Ink

What’s Next
Coming later this month is the much awaited extended gameplay reveal video. In another two weeks we will also bring you a developer diary.
 
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Outstanding and timely update! First post-holiday update from the many, many Paradoox studios. Thank you TCR. :bow:

Can’t wait for the extended gameplay reveal video later this month! : )
 
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Will we be able to kill the quest giver? How will this affect the plot?

If you can't kill NPCs giving quests, the game will be very linear. If we can, quests should not be lost. I suggest implementing a system in which, after the NPC giving the quest is killed, another NPC who is a member of the same faction will take over the role. One who, for example, advanced in the hierarchy thanks to our actions. Of course, if we managed to perform a subtle assassination, we can even get a reward from another NPC for removing his boss. The quest should be lost only after eliminating all members of a given faction, but this could, for example, also mean a positive ending of the quest for another faction or a hidden mission.

I think it is worth opening the world to players and not introducing immortal NPCs. The most important thing, however, is to finally give the player a chance to eliminate the main prince of the city. Of course, this may mean that his successor will love us for it or will hunt us. But if a player, for example, eliminates 4 or 5 princes in a row, he should have the opportunity to become a prince himself. Ultimately, he will become the most powerful ancient in the city. This, however, will naturally require the character to have either exceptional playing skills or a very developed character.
 
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I am fine with enduring NPC’s…

…after all, there has to be structure. It can’t ALL be mayhem and chaos, with Immortal PC’s running amok killing all Vampires and non-Vampires of any appreciable rank, station or importance, until all that is left are the dregs, castoffs, misfits and drones.

That is not the manner of game I would enjoy.

Craft a story.

An immersive, structured, WoD-rational story…

I’ll take it from there. :bow:
 
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I hope the game is freeform, like Morrowind. Where you can kill any NPC you want, but if you end someone important to the main quest, the game straight up tells you you're screwed. Let us learn the hard way not to kill certain NPCs.
 
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I am fine with enduring NPC’s…

…after all, there has to be structure. It can’t ALL be mayhem and chaos, with Immortal PC’s running amok killing all Vampires and non-Vampires of any appreciable rank, station or importance, until all that is left are the dregs, castoffs, misfits and drones.

That is not the manner of game I would enjoy.

Craft a story.

An immersive, structured, WoD-rational story…

I’ll take it from there. :bow:
If there are players who want to turn the game into nothing but carnage and chaos, why should developers block them from doing so?

The game should allow you to massacre all the NPCs you encounter, and preferably destroy items. This gives the player real freedom in the open world, not just the illusion of freedom where there are NPCs with an aura of immortality who, regardless of what the player does, smile at him and repeat the same cliched texts. The game world should react to the player's actions, but not all NPCs should become the player's enemies when he becomes a messenger of chaos who only wants to burn the world. Anarchs should recognize and reward the character for actions aimed at causing chaos. Ultimately, they fit into this narrative and can gain a lot from the unrestrained slaughter of other vampires.
 
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Will we be able to kill the quest giver? How will this affect the plot?

If you can't kill NPCs giving quests, the game will be very linear. If we can, quests should not be lost.

I see absolutely no reason for this. You should lose access to any quests someone gives you (or that otherwise require them) if you kill them. Actions have consequences.

Ideally, you would always be able to continue via other means in the main storyline, but realistically, I assume you won't have the opportunity to kill plot-critical characters.
 
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If there are players who want to turn the game into nothing but carnage and chaos, why should developers block them from doing so?

The game should allow you to massacre all the NPCs you encounter, and preferably destroy items. This gives the player real freedom in the open world, not just the illusion of freedom where there are NPCs with an aura of immortality who, regardless of what the player does, smile at him and repeat the same cliched texts. The game world should react to the player's actions, but not all NPCs should become the player's enemies when he becomes a messenger of chaos who only wants to burn the world. Anarchs should recognize and reward the character for actions aimed at causing chaos. Ultimately, they fit into this narrative and can gain a lot from the unrestrained slaughter of other vampires.
Complete chaos (some call it an open world) makes it well-nigh impossible to tell a coherent, cogent, contiguous story.

And Storytelling is what I hope to find in TCR’s BLOODLINES 2… fortunately TCR is already a world class game development studio when it comes to crafting immersive, compelling stories. :bow:
 
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If you can't kill NPCs giving quests, the game will be very linear. If we can, quests should not be lost.
Strongly disagree ...
You made a choice, that choice should have consequences ...

If you kill an NPC from certain faction ... i see no reason why that faction should still be interested in working with you at any capacity ...
And if you block your chance to progress with each and every faction this game offers ... yeah, that should be game over for you ... either that, or some kind of "kill everyone walk away" scenario we had in first Bloodlines with independent ending.
 
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Strongly disagree ...
You made a choice, that choice should have consequences ...

If you kill an NPC from certain faction ... i see no reason why that faction should still be interested in working with you at any capacity ...
And if you block your chance to progress with each and every faction this game offers ... yeah, that should be game over for you ... either that, or some kind of "kill everyone walk away" scenario we had in first Bloodlines with independent ending.
As I explained, each faction consists of individual vampires/humans. If we eliminate one of them, we will benefit another who was after his position. This NPC should show you his gratitude. Of course, it also works the other way around. If you eliminate the inconvenient subordinate, the NPC (his former boss) will be grateful to you for getting rid of the problem for him.

This opens up the possibility of further cooperation with the faction. Of course, every action has consequences. This consequence (of killing an NPC) is the favor of his enemies and the hatred of his friends.
 
Complete chaos (some call it an open world) makes it well-nigh impossible to tell a coherent, cogent, contiguous story.

And Storytelling is what I hope to find in TCR’s BLOODLINES 2… fortunately TCR is already a world class game development studio when it comes to crafting immersive, compelling stories. :bow:

Not at all. The open world gives you the opportunity to tell a complex and engaging story. An example would be Falout 4 where the hero can be called anything, the world is open, contains many factions and interaction with them affects your relationships with the others. The same system is worth using in Blodlines 2, where the player will be able to side with Camerilla, Sabbat or Anarchs.
 
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Ink is great. But like the last dev diary this feels a bit "look at the shiny tool we have!" Couldn't there have been at least a small snippet of what the game actually does with it ... ?

The discussion here about being able to kill NPCs without breaking the game apart is for example something that Ink has demonstrated it can handle; it's seen in Heaven's Vault (which I think was the game Ink was originally developed for anyway - but either way, it's a nice game, and more importantly here, it's great at showing how flexible Ink is).

Whether being able to kill everyone (or most everyone) would make sense from a narrative design I don't know; certainly it'd give the whole "you are a powerful elder" which so far imo has been a bit of a dud some hefty weight to it. And personally I always appreciate RPGs where you don't have to wait for the "I'll kill you now" dialogue button to appear to do what you already knew you were going to do anyway ...
 
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If we eliminate one of them, we will benefit another who was after his position.
Well, yes ...
But we also show our disrespect to that organisation/faction hierarchy, and potential power that person/kindred should have hold over us ...

This NPC should show you his gratitude.
I dont really think they should ...

- For one, Vampires are almost as treacherous being as Humans are ...
You allready served your purpose, why shouldnt they simply get rid of you? :D

- For two, as stated abowe, you just showed (quite clearly if you ask me) that you are willing and able to destroy somebody, rather than work for them ... that doesnt make you an asset, that makes you a threat, a liability.
Smart Jyhad player would get rid of you, rather than keep you around.

- And finaly ...
Its a bit dull, isnt it? That attacking head of certain group would have basicaly no consequences for you ... faction is still friendly, quests remain unaffected ... what purpose would option to kill them serve in such system? o_O

Of course, it also works the other way around. If you eliminate the inconvenient subordinate, the NPC (his former boss) will be grateful to you for getting rid of the problem for him.
Even worse ...
IF you combine those two things, you get the result where you can kill litteraly anyone you want, and everyone will be happy you did that. xD

This consequence (of killing an NPC) is the favor of his enemies and the hatred of his friends.
Havent notice those, if your examples. o_O
 
Well, yes ...
But we also show our disrespect to that organisation/faction hierarchy, and potential power that person/kindred should have hold over us ...

This is true, but above all, we show that we are more powerful than the former leader of this faction. The faction has no leader, we have wiped him out. The rest of the company may obey or share the fate of their weak leader. Alternatively, another NPC may benefit from our actions and replace the leader.


I dont really think they should ...

- For one, Vampires are almost as treacherous being as Humans are ...
You allready served your purpose, why shouldnt they simply get rid of you?

- For two, as stated abowe, you just showed (quite clearly if you ask me) that you are willing and able to destroy somebody, rather than work for them ... that doesnt make you an asset, that makes you a threat, a liability.
Smart Jyhad player would get rid of you, rather than keep you around.

Yes, it's possible. Or he may make you an offer because he has a task for someone with your "talents". If we were able to get rid of his boss for him, he can probably use us to get rid of someone else for him. For example, the leaders of the conflicting faction. He can always set a trap for us later. Of course, he can also follow the logic you presented and try to set the rest of the faction on us, but since we have already proven that we are able to kill its boss, i.e. the most powerful of them, the subordinates of the next leader will probably think three times before messing with us. In fact, many people will probably prefer to side with us to prolong their miserable existence.

- And finaly ...
Its a bit dull, isnt it? That attacking head of certain group would have basicaly no consequences for you ... faction is still friendly, quests remain unaffected ... what purpose would option to kill them serve in such system? o_O
I'm not suggesting it doesn't have consequences. I'm writing so that it doesn't always end with the entire faction turning on us. I am saying that what the removal of the faction leader (and how we get rid of him) will mean for us and how it will affect the further gameplay should depend on several factors. Firstly, how the faction members perceive us. Have we already done something for them or did we just run in off the street and kill the most powerful vampire in the area? Secondly, what NPCs from the faction have relationships with each other. NPCs should classify others as friends, rivals, or neutral. If we kill an NPC friend, his NPC friend will of course attack us or run away and later plan to take revenge. If we have killed a rival NPC, his rival may either thank us for it or try to set his new subordinates on us. We should also have the option of trying to convince the faction that since we have already slaughtered its leader, they should listen to us because we are clearly the strongest, and whoever sticks out will be met with an aspen stake.
 
Not at all. The open world gives you the opportunity to tell a complex and engaging story. An example would be Falout 4 where the hero can be called anything, the world is open, contains many factions and interaction with them affects your relationships with the others. The same system is worth using in Blodlines 2, where the player will be able to side with Camerilla, Sabbat or Anarchs.
I disagree most vehemently, Good @Sir.Dr.X :bow:

Fallout 4 cost $150m, with 100-people working 24-months to release it into the Wild on 10NOV2015.

TCR has no where near the time, money nor the staff to release Bloodlines 2 into the Wild on/about this coming September.

Working from whole cloth, it is most certainly unreasonable to expect TCR to approximate a Fallout 2 level of coding/world building.

But then savvy, world-class storytellers, like TCR, do not require that level of coding/world building to craft an immersive, compelling World of Darkness story.

Instead of throwing money, time and people at the challenges TCR faces, they must work smarter. Just look again at not just the above systems and tools, but the synergies, creative atmosphere and enduring habits / muscle memory that those systems and tools foster and compel from their habitual use. It becomes second nature and TCR levels of productivity rise…

…yet still, no where near your example of Fallout 4’s $150m, 100-people and 24-months.

TCR is off to an excellent start and most certainly does not need the Bloodlines 2 goal posts moving any further down field. :bow:
 
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I disagree most vehemently, Good @Sir.Dr.X :bow:

Fallout 4 cost $150m, with 100-people working 24-months to release it into the Wild on 10NOV2015.

TCR has no where near the time, money nor the staff to release Bloodlines 2 into the Wild on/about this coming September.

Working from whole cloth, it is most certainly unreasonable to expect TCR to approximate a Fallout 2 level of coding/world building.

But then savvy, world-class storytellers, like TCR, do not require that level of coding/world building to craft an immersive, compelling World of Darkness story.

Instead of throwing money, time and people at the challenges TCR faces, they must work smarter. Just look again at not just the above systems and tools, but the synergies, creative atmosphere and enduring habits / muscle memory that those systems and tools foster and compel from their habitual use. It becomes second nature and TCR levels of productivity rise…

…yet still, no where near your example of Fallout 4’s $150m, 100-people and 24-months.

TCR is off to an excellent start and most certainly does not need the Bloodlines 2 goal posts moving any further down field. :bow:

Falaut 4 took 24 months to create. This game has been in development for four years. After four years, it should contain twice as much content as Falout 4 and give the player twice as much freedom. TCR puree does not start this game from scratch. I don't know why they wasted time on playing with graphics when the game already had a pretty good engine. It was enough to take what the predecessors had done and tap on subsequent locations and missions. Fill the game world so that every building can be entered and released. If, on the other hand, there is no time for content, just add an easy-to-use map editor that does not require the player to program and the players will fill the Siatle themselves.
 
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Tell me you know nothing about game development, without saying you know nothing about game development…

Falaut 4 took 24 months to create. This game has been in development for four years. After four years, it should contain twice as much content as Falout 4 and give the player twice as much freedom. TCR puree does not start this game from scratch. I don't know why they wasted time on playing with graphics when the game already had a pretty good engine. It was enough to take what the predecessors had done and tap on subsequent locations and missions. Fill the game world so that every building can be entered and released. If, on the other hand, there is no time for content, just add an easy-to-use map editor that does not require the player to program and the players will fill the Siatle themselves.

“it should contain twice as much content as Fallout 4”
”they wasted time on playing with graphics”
”tape on subsequent locations and missions”

TCR only came aboard back in SEP 2023. So with a projected launch of SEP 2024, TCR has ONE YEAR. One year to try to decipher and assess what systems, tools, techniques, etc were in use previously. And only then, determine if any of that can be salvaged / mesh with TCR’s own systems, tools, techniques, etc. And then with the greater bulk of the year remaining, they need to knit it all together coherently, cogently and continuously… to a level of completeness, polish and genius-for-storytelling that will satisfy the demanding standards of Paradox Interactive and its CEO, Fredrik.

You do NOT just pick-up where the last developer left off, and “tape on locations and missions.”


You have reason… we ALL have reason to respect The Chinese Room for being our Community's “White Knight,” as they come in here and pick of the pieces of what has come before.

Yes, “White Knight.”

#provemewrong
 
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Tell me you know nothing about game development, without saying you know nothing about game development…



“it should contain twice as much content as Fallout 4”
”they wasted time on playing with graphics”
”tape on subsequent locations and missions”

TCR only came aboard back in SEP 2023. So with a projected launch of SEP 2024, TCR has ONE YEAR. One year to try to decipher and assess what systems, tools, techniques, etc were in use previously. And only then, determine if any of that can be salvaged / mesh with TCR’s own systems, tools, techniques, etc. And then with the greater bulk of the year remaining, they need to knit it all together coherently, cogently and continuously… to a level of completeness, polish and genius-for-storytelling that will satisfy the demanding standards of Paradox Interactive and its CEO, Fredrik.

You do NOT just pick-up where the last developer left off, and “tape on locations and missions.”


You have reason… we ALL have reason to respect The Chinese Room for being our Community's “White Knight,” as they come in here and pick of the pieces of what has come before.

Yes, “White Knight.”

#provemewrong

You did not understand me. I have no intention of criticizing TCR. On the contrary. I am extremely pleased with the fact that they decided to take up the challenge posed by the community and its expectations. I am writing because I hope that my words will reach developers one way or another.

Since I invested a considerable amount of money in purchasing this game in its most advanced form a long time ago, I also want the product I receive to be of the highest quality possible. That's why I present my observations on this forum.
The quality of an RPG is demonstrated by the number of decisions the player can make. The perfect RPG is one that provides the player with a highly flexible tool for creating their own version of the character's story.

It is important where we can and cannot enter. What we can and cannot do. Players love exploring the world presented to them and testing the boundaries of the game. In my opinion, the creators' task is to provide a game without borders. A game in which the player can freely be a thug, a hero or an ordinary opportunist. Or become a mix of all three.

Details are important. Like an open window on the seventh floor of a seemingly inaccessible location. I can guarantee you that there will be a whole host of players who will try to jump through them. If the creators place there, for example, a unique item, it will increase the attractiveness of the game. What is important is whether you can complete the game as a pacifist without fighting? Can it be defeated only by fighting all the NPCs you encounter? Is it possible to challenge the main boss at the very beginning and how will the game react to it? Does a good morning player have at least a minimal chance of shortcutting the game this way? These questions will be asked as soon as the first gameplay appears, and the answer to them will largely determine the quality of the game and, consequently, its popularity.
 
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I'm writing so that it doesn't always end with the entire faction turning on us.
Always ...
Well that changes perspective ... okey, in some certain cases that would indeed make sense.

Still i would prefer some foreshadowing ...
Something like as you leave Boss office, his second will "pssst" at you and offers you a mutualy benefitial deal. :)