Historia Realis: Rome
Steam News 25 September 20232y ago

Dev Diary: Emergent Stories

Hi! I'm Lucas, creator of Historia Realis: Rome. Today I’m gonna talk a bit about the vision for Historia Realis. We're gonna get theoretical rather than practical, and look at the big picture. If you want to see more s…

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addedEmergent StoriesThis is an old dream of game designers, and I think that the industry has made amazing progress in this area. Crusader Kings, Football Manager, The Sims, Dwarf Fortress, RimWorld and many others have paved the way. I've also enjoyed a cool new take: Shadows of Forbidden Gods.
addedEmergent StoriesSo far so good, but that's nothing too unique in terms of game design. So what's new?
changedEmergent StoriesThe hypothesis that I’m testing with Historia Realis is that space is a constraining element when we're designing emergent storytelling. That’s why I'm disregarding the ‘world map’ at this point, even though it’s an expected feature in a game about Roman history. Rather than focus on the external space of where actions take place, I'm focusing on the internal, socio-psychological space of why people do what they do. Their relationships, wants, feelings, endeavors, personalities, etc.

Hi! I'm Lucas, creator of Historia Realis: Rome.

Today I’m gonna talk a bit about the vision for Historia Realis. We're gonna get theoretical rather than practical, and look at the big picture. If you want to see more specifically how the game works, check out the previous dev diary about the Action System! Anyway, the game has 3 pillars that guide the design:

Pillars

  • Emergent Stories

  • Deep Simulation

  • Historical Realism

I'm going to cover them in separate diaries. Let's start with emergent stories!

Emergent Stories

This is an old dream of game designers, and I think that the industry has made amazing progress in this area. Crusader Kings, Football Manager, The Sims, Dwarf Fortress, RimWorld and many others have paved the way. I've also enjoyed a cool new take: Shadows of Forbidden Gods.

The vision for storytelling in Historia Realis is that you create your stories as you play. You may be a lawyer type in your youth, taking court cases and learning rhetoric, prosecuting corrupt governors or helping them get away with their crimes. Then, you might move on to military matters, fighting in the legions, and come back to begin your political career and climb the cursus honorum. Or you might do something very different, or you might fail in your plans and have to change course, or you might get caught up in someone else's schemes. You're writing your biography as you play, and you have limited control over it, but you always get an interesting story whether you succeed or not.

So far so good, but that's nothing too unique in terms of game design. So what's new?

The hypothesis that I’m testing with Historia Realis is that space is a constraining element when we're designing emergent storytelling. That’s why I'm disregarding the ‘world map’ at this point, even though it’s an expected feature in a game about Roman history. Rather than focus on the external space of where actions take place, I'm focusing on the internal, socio-psychological space of why people do what they do. Their relationships, wants, feelings, endeavors, personalities, etc.

I had two main inspirations for my storytelling design: Aristotle and South Park. Let’s start with the latter, because I’m sure you’re more curious about that one.

My latest painting: a Roman in his study (tablinum) reading scrolls under candlelight.

South Park creators on Storytelling

Here’s a quote from a talk with South Park creators Trey Parker and Matt Stone:

We found out this really simple rule that maybe you guys heard before, but it took us a long time to learn it. We can take these beats, which are basically the beats of your outline, and if the words ‘and then’ belong between those beats, you’re f*ed—basically. You’ve got something pretty boring. What should happen between every beat that you’ve written down, is either the word ‘therefore’ or ‘but’. So you come up with an idea and write ‘and this happens…and then this happens…’ no, no, no. It should be ‘this happens and therefore, this happens’. ‘But, this happens, therefore, this happens….'”

That’s a very simple rule for storytelling, yet it’s very effective. Between story beats, you need either a 'but' or a 'therefore', never an 'and then'. The word ‘but’ implies conflict and complication, while ‘therefore’ implies causality and consequence.

When you have random events popping up one after the other, what you have is an 'and then' story. And, like the South Park creators said, that’s f*ing boring. That's why Historia Realis

Source

Steam News / 25 September 2023

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