Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: David on December 17, 2020, 11:05:23 AM

Title: Writing Starsector
Post by: David on December 17, 2020, 11:05:23 AM
Blog post here (http://fractalsoftworks.com/2020/12/17/writing-starsector/).
Title: Re: Writing Starsector
Post by: Igncom1 on December 17, 2020, 11:22:43 AM
I must admit, I do feel like I read a thousand words that ultimately said nothing.

But anyway sounds promising!
Title: Re: Writing Starsector
Post by: Thaago on December 17, 2020, 12:07:49 PM
Quote
so I’ll give you fair warning now: if you don’t want to know anything, stop reading.

I... actually think I'm going to stop reading there? The idea of playing a new game of SS with no idea what content is coming up is just way too appealing. I still remember the very first time I went exploring when the outer worlds became a thing.
Title: Re: Writing Starsector
Post by: mendonca on December 17, 2020, 12:18:11 PM
Thank you David, genuinely love reading about this and can't wait to see what you've got for us!
Title: Re: Writing Starsector
Post by: SCC on December 17, 2020, 12:29:33 PM
Quote
2: I kinda hate the word and concept of “lore” as applied to videogames, though I’ll use it. It feels like a failure somehow if “lore” is a strongly separated concept from the media work itself. This probably has structural roots in media works being consciously acted upon nowadays as intellectual properties that must have profitable derivative works spun off, and… save this rant for another day. (And I say all of this as someone who played Brigador and spent all my money on lore unlocks before anything else, so don’t take me too seriously.)
Up until now, I thought lore meant "everything that isn't the main story (though side quests might not count as well)". I guess I don't watch movies enough, or other derivative works, to associate lore with that.
I must admit, I do feel like I read a thousand words that ultimately said nothing.
Indeed.
Title: Re: Writing Starsector
Post by: TheDTYP on December 17, 2020, 12:44:44 PM
Quote
Let me use a question asked by TheDTYP in the forum as a starting point:

SEE, MOM? TOLD YOU I WOULD BE FAMOUS ONE DAY.
Title: Re: Writing Starsector
Post by: Grievous69 on December 17, 2020, 12:45:38 PM
Very interesting read, sure it doesn't say anything specifically but that's the whole point? Trust me it's better not to get spoiled. Also lmao at that Megas easter egg, he really is famous.
Title: Re: Writing Starsector
Post by: Tartiflette on December 17, 2020, 01:04:49 PM
Interesting writing. I have one remark about the skill check issue though. Skills are still a reflection of a player's character: A player that put all your skill points into combat tells something about their particular avatar's inclinations. And as such it could/should influence the way other people react to that character.

Individual skill checks are useless indeed, and would cause a lot of frustration from the sheer amount of times a player won't have the right skill at the right time. It could be alleviated somewhat if officer skills could be accounted too, but that's still a limited solution. On the other hand, the number of skill points put into a skill branch could represent accurately the competency of our "Han Solo" at a specific type of actions, and could be used as a floor check for some specific special dialog options (with the story points as a fall back option).

For example having a special "notice the hidden door" dialog option unlocked to a captain that spent 8 skills in the technology tree could be an interesting twist, as long as there is still a decent option to players' characters that cannot pass that check. Or an intimidate option to force a surrender for having spend 12 points in combat...

(Also, congrats on completely derailing the 11th Starsector tournament's stream!)
Title: Re: Writing Starsector
Post by: David on December 17, 2020, 01:42:03 PM
On the other hand, the number of skill points put into a skill branch could represent accurately the competency of our "Han Solo" at a specific type of actions, and could be used as a floor check for some specific special dialog options (with the story points as a fall back option).

For example having a special "notice the hidden door" dialog option unlocked to a captain that spent 8 skills in the technology tree could be an interesting twist, as long as there is still a decent option to players' characters that cannot pass that check. Or an intimidate option to force a surrender for having spend 12 points in combat...

We did try a bit of this! I even wrote the first part of the major mission arcs going in under the assumption that we'd be using skill categories as a cue for options. It's probably the best version of skill checks, but it still didn't really feel like it was going to meaningfully contribute to the game. As I say in an edit to the blog post, it feels neat and elegant as a solution, but it doesn't really add to the experience.

(Now that said, a modder could go and try to prove us wrong!)

(Also, congrats on completely derailing the 11th Starsector tournament's stream!)

Oops. Sorry guys!

Up until now, I thought lore meant "everything that isn't the main story (though side quests might not count as well)". I guess I don't watch movies enough, or other derivative works, to associate lore with that.

If I had to take two absurd examples 1. JK Rowling saying Dumbledore is gay and otherwise trying to add meaning to the books well after the fact of publishing, though this particular case has been parodied to the point of meaninglessness, and 2. Star Wars dropping lore bombs in Fortnite or something? Both examples feel cynical in different ways.

... Or maybe something like how much of games like Overwatch and League of Legends lean on building meaning for the games outside of the games themselves. Then again, TF2 did the same, and I enjoyed that stuff? If it's just a matter of new games vs old, then I'm simply a curmudgeon. I think I need to think on this some more before I can really figure it out. 

Thank you David, genuinely love reading about this and can't wait to see what you've got for us!

:D

Quote
so I’ll give you fair warning now: if you don’t want to know anything, stop reading.

I... actually think I'm going to stop reading there? The idea of playing a new game of SS with no idea what content is coming up is just way too appealing. I still remember the very first time I went exploring when the outer worlds became a thing.

This man is making Chairman Yang proud!

I guess the post isn't actually too spoilery on a surface level, but I do believe a ton can be inferred about how the experience is going to feel if one does a close read.
Title: Re: Writing Starsector
Post by: FooF on December 17, 2020, 01:43:08 PM
Good stuff, David. I like the thought process and to the degree that everyone's power/escape fantasy will be dashed against the rocks when the story becomes more concrete, yet you have to be concrete somewhere (i.e. assuming that the player is a "Han Solo" type). I'll be very interested to see where this goes.

As a fellow lore-hound, I do love me some info-dumps from time-to-time but I agree that "lore" divorced from gameplay is to be avoided. The only time I think it has worked for me was Homeworld. The manual was lovingly-crafted to get you invested in the plight of the people, their hopes and dreams in building the Mothership, etc. and then you get..."Kharak is burning." It was a gut punch precisely because "lore" came first but this is the exception that proves the rule: other games' tomes of backstory never achieved the desired effect.

My "staring off into the ether of Quake" experience was playing a Sega Genesis game Shinobi III. It had intricate backgrounds (and enemies) that begged all sorts of question but never answered them. Why is there a giant biological head attacking me? Why is there a whole factory of MechaGodzillas? What the heck are the kites in the background of the 1st level? I had my own headcanon as to how this world operated (I think I was about 10 at the time). I love how we all world build if we're curious enough about the mystery. I hope Starsector shares its story instead of tells, if you catch my meaning.
Title: Re: Writing Starsector
Post by: Eji1700 on December 17, 2020, 02:24:40 PM
"Conclusion: we don’t as a rule do skill checks in dialog – there’s an exception, but it’s largely for flavor – instead we use story points to let players choose when and how to be a totally awesome hero of their own story."

This might be a missed opportunity.  It doesn't take a lot to have skill checks feel like a nice way to really personalize a run.  They don't need to be huge, but "sneak in instead of shoot everyone" is a pretty classic one.  Going back to your archetypes, if we're han solo "bribe the man and be on our way" is probably just as valid as "*** you come get some", but it feels a little better when the first one is "locked" behind having the right skills, or even equipment (shielded hulls in this case).

Obviously you have to be careful because for many people this doesn't become player expression so much as one more thing to route and min max (always make sure you have a plot ship with solar shields/shielded hull/etc so you can trigger the better plot choices), but so long as the skill versions aren't 100% superior, and just feel more "in character" they can be a really good way to get value out of multiple runs.

Overall i get it (one less thing to develop/balance/test for questionable returns) but i'm hoping that at the very least we can mod some stuff in?
Title: Re: Writing Starsector
Post by: Tartiflette on December 17, 2020, 02:28:44 PM
We did try a bit of this! I even wrote the first part of the major mission arcs going in under the assumption that we'd be using skill categories as a cue for options. It's probably the best version of skill checks, but it still didn't really feel like it was going to meaningfully contribute to the game. As I say in an edit to the blog post, it feels neat and elegant as a solution, but it doesn't really add to the experience.

(Now that said, a modder could go and try to prove us wrong!)
If we are talking about skill checks required to solve a particular problem, then yes I 100% agree it won't contribute positively to the game since it would force taking potentially sub-par skills for a particular build just to have access to some content.

If however skill checks are used as a way to get alternative and more flavorful solutions to a situation, to get hints and extra intel about some events, or maybe even more subtle: alternate lines from some characters depending on the player's specialty, then I would tend to say they can have a place in the game. As long as a player does not need to built around them to get a desired outcome they can only add to the immersion without detracting from the core gameplay.

[edit] Skill checks could also be used the other way around, to warn a player that they may have troubles with a particular assignment if their combat skills are too limited, the travel might be arduous without logistic skills, you might get the option to get extra help at low level and so on.
Title: Re: Writing Starsector
Post by: Concrete on December 17, 2020, 04:22:08 PM
It is very interesting, taking that leap from the "unfinished game" of infinite narrative possibilities to something specific happening and considering which might be "better." I certainly don't find it enviable to be in a position to compete with the imagination of literally every player, but here's hoping the work paid off. I'm very much looking forward to it, despite the nerves.

Lore is a word that'll differ dramatically based on the context, I think. If I'm talking about say the first Mass Effect game or perhaps The Elder Scrolls series prior to Oblivion, then the word "lore" becomes somewhat of a curse as I cling to the few precious shards of narrative that weren't abandoned or desecrated in some form as the franchise continued. I agree that the word can become an issue when separated too far from its original work, if one observes others talking very delicately around something, it implies that something went wrong: "Oh. They're only talking about specific parts of the lore, not the game. There must have been an accident."
But I think people can generally pick up on that context, and it doesn't subtract from using the word when talking about media you're still excited for.


And while this topic of writing is fresh, I'll just type out some thoughts that have been swimming around in my head for awhile. Of all the writing presently in the game, my two favorite pieces are just tiny little descriptions, but I'd still like to praise them.
First, the description of the Gremlin-class frigate. And secondly, the short little bit of text describing the experience of flying through an inert ring.

I enjoy the setting of the game very much, but I feel as though I engage on a grander scale than just as an individual. I've played many characters but never really felt any difference in the narrative of my experience, until I read the Gremlin's description. It interested me enough to wonder what exactly it would feel like to actually be a crew member on a piece of trash constantly offending reality with its phase ability. I then started a game with only a Gremlin(this is a terrible gameplay experience, for reference) and even though I quickly moved on, the narrative of my character actually being changed by the experience of flying around in a Gremlin just kept rolling through my head. Even with it long behind me, I imagined that the character might suffer physical ticks or other small indications of derangement from the experience. That they might be paranoid as a consequence of captaining a ship whose only defense is to hide, and isn't very good at it at all. All evoked by a simple description of a ship.

The text describing a pointless flight through a dead ring didn't lead to any character story in my head, but it helped me imagine the people of the sector. It's very easy for the rings to be graphically displayed and nothing more, and I might not have felt anything about them. But the described experience of flying through one and nothing happening really does a great job of capturing the relationship between the rings and the people of the sector. The awe people feel about something they know of, but do not understand.


I'm not sure who is credited with writing those two little tidbits of text, but regardless of that they're both really great and I haven't said so anywhere before now. I felt like I should.
Thanks for the blog post and for the excuse to ramble.

The Human Hive is the best faction, by the way.
Title: Re: Writing Starsector
Post by: Gothars on December 17, 2020, 04:39:18 PM
I won't be really reading this blog post before release (although I skimmed it), just wanted to mention that the blog comment function was activated. Probably by accident.

Btw, have you guys ever seriously considered text to speech options? I would love the option to have stuff read to me from time to time. And a computerized voice would even be thematically fitting.
Title: Re: Writing Starsector
Post by: Megas on December 17, 2020, 04:50:44 PM
Don't get me started on old games... oops, too late!

I got Quake hoping to play a more advanced Doom, but was mostly disappointed with it until I could mod and do things with it that I could not do in Doom.  (My computer was too underpowered to build maps, so I went from Doom map-making to Quake QC mod making.)  Was disappointed more by Quake 2 because it played more like Hexen than a fast shoot-'em-up like original Doom.  I missed my 100% kills and stuff.  Also not too fond of Quake being dominated by deathmatch at the time instead of fun single-player action that I enjoyed in Doom.

Shinobi 3 played like an updated Revenge of the Shinobi.  The first Revenge had some pop culture bosses, the Terminator that turned green like the Hulk and chucked cars (fourth boss), Spider-Man who changed into Batman after taking enough damage (sixth boss), and Godzilla (seventh boss).  I did not care if they did not make sense.  Fighting them was more entertaining that non-descript cores or trains (third and fifth bosses), or even the flickering shadow ninja (second boss).

My first experience with arcade games were pinball machines, before video games became widespread.  There were not very many video games to play in the late 70s.  In the 80s, I liked playing shoot-'em-ups like Tempest and Robotron 2084 most.  Basically, when I play games, I want to either win or survive as long as possible.  I do not think much about plot, and why would I (at the time) when graphics were simple sprites or wireframe objects.  I guess I considered (early) video games like an extension of pinball machines.

I think more about plot when I want to create something.
Title: Re: Writing Starsector
Post by: RustyCabbage on December 17, 2020, 05:09:52 PM
Cool blog post!

As someone who rushes for dialogue-altering skill choices in every RPG I play, I'm rather glad that skills won't end up being used for checks and stuff. Though I suppose this means I'll be hoarding story points for a large portion of the game :p (probably what I would have done anyways, so not much lost there)
Title: Re: Writing Starsector
Post by: Megas on December 17, 2020, 06:16:34 PM
Another comment about games:

I sometimes get annoyed with games that forget they are a game.

Remember the first Half-Life?  I remember reading great things about it.  I did not get the game until years later when it could be found in the bargain bin (along with other gems like arcade game compilations).  After I got Half-Life, I eagerly installed it only to be quickly disappointed with it.  I first tried the tutorial, which I got annoyed when it was time to try advanced crouch-and-jump combo moves.  I thought, ugh, now I am playing 3d Super Mario instead of a simple run-and-gun like in previous first-person games?  I decided to play on and did not find out because I got bored with what came after I started a game.

A big cutscene.  Okay, the game thinks it is a movie showing credits and stuff.  Then, I move my character around and meet the obnoxious scientists.
 After a while of wandering around and getting frustrated with the various annoyances, I quit the game and uninstalled it.

Years later, I got Doom3.  It reminded me of what I did not like about Half-Life, although it was not quite as bad.  Still, the gameplay did not feel good.  Running was as slow as old walking, and it has a stamina meter like Mortal Kombat 3.  The only level that was fun was the sole Hell level (with guardian boss plus Quake scrags) because it felt a bit like classic Doom, plus stamina was unlimited.  Pretty as it was, the level was linear, and had some obnoxious platform elements.

Finally, anyone watch the "If Doom was done today?" or "Call of Dooty" parody videos at YouTube?  That is what Half-Life felt like, and I would not want to play a defictionalized Call of Dooty.  Watching the videos is hilarious, though.

What I liked about classic Doom is it does not waste time trying to show off.  You grab a gun and kill things like a maniac like in an arcade game.  It also does not try to be realistic by making your guy sluggish like a cripple or killing him after falling down a little more than a few pixels.
Title: Re: Writing Starsector
Post by: Ishman on December 17, 2020, 06:30:51 PM
Chiming in on skill-points - I actually think it's a good opportunity for two things. Flavor (different approaches that net you the same result in practice, more dialogue branches where you just chill with your
Spoiler
[BEST QUEST GIVER WAIFU AND WHY IS IT INDEPENDENT (https://i.redd.it/yec4uf70hqs31.jpg)]
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due to having similar "interests"), and as a way to limit the player. I think one of starsector's biggest gotcha's is that it's difficult, and without intimate familiarity with it, you see many people rushing headlong into content that they don't have a hope of scraping through, without Helmut at the keyboard.
Your fleet of lashers, tempests, hammerheads, and one capital that feels tanky clearing out officerless 5 d-mod pirate fleets is not, in fact, capable of going toe-to-toe with any faction's normal fleet of 4cap/4cruiser/4destroyer/6officer/no d-mod. Having to meet certain skill checks to progress through the structured story, seems like another tool to guide newer players through the game. And if this sounds limiting for all of the people who don't need this, it can be disabled by turning off the tutorial/skipping the intro start/a flag set by 'beating' the main story (equivalent to having built your own
Spoiler
planetary shield
[close]
in the current version).

At least, that's my impression I see from the 'bad game'/refund posts, that they've rushed into things too quickly. Similar to the complaints brigador/synthetik sees.
Title: Re: Writing Starsector
Post by: Sundog on December 17, 2020, 07:04:48 PM
Thanks for the post, David! Very much looking forward to reading hundreds of thousands of your words!

Quote
There are choices to make: some change your outlook immediately. Some don’t matter. Some don’t seem to matter until they come up again way later
This worries me a bit. There's nothing more annoying and immersion breaking than being presented with dialogue options and thinking "okay, but what am I actually choosing here..."
Case in point:
Spoiler
(https://i.imgur.com/YHjN6iD.png)
From a gameplay/optimization standpoint the second option is objectively correct. The first is a trap. I don't even know what happens if you choose 3 in spite of my unhealthy obsession with this game. Options like these are horrible, because they lead to one of two very unsatisfying outcomes:
  • The player takes a shot in the dark, never being sure whether or not they made a mistake
  • The player googles it, and potentially chooses an option that is untrue to their character's character for the sake of practicality
Ideally, players should be presented with clear information about choices of roughly equal practicality, but where that's not feasible I would much rather not have a choice at all.
[close]

Quote
we don’t as a rule do skill checks in dialog
Thanks!
Title: Re: Writing Starsector
Post by: Nighteyes on December 17, 2020, 10:43:37 PM
Quote
How about instead we assume the player’s space captain is a generally competent person.

Challenge accepted.


Side talk: This suggestion is obviously to be taken with a grain of salt since the required time investment would likely be absurd but in terms of story, I think something akin to Stellaris / Rimworld AI director would work very well in giving each universe flavor and keeping players on their toes, but not punishing them into an unrecoverable failed state.
Title: Re: Writing Starsector
Post by: Morrokain on December 17, 2020, 10:48:11 PM
I loved reading this and getting insight into how the narrative will operate! I think the approach is a good one.

Quote
Spoiler
Now let’s temper some expectations: Factions will come into play, the player will interact with prominent figures from most of the factions, but we’re not making players swear loyalty to them as part of the primary storyline. That said, having a commission or extreme reputation with a faction one way or another will impact certain situations.
[close]
Imo that is the best way to go about it. The narrative becomes too messy otherwise since a lot of the choices a player likely has to make won't make sense under that context. If the narrative is built to that context, the amount of complexity becomes too high and effectively creates a "you need multiple endings representing each narrowly defined path" constraint that would quickly become unmanageable.

On the other hand, I like that this sort of thing isn't completely ignored either. I was hoping that would be the case to some extent. If not, then part of the illusion of an "alive world" is lost. This segues into:

Quote
Spoiler
How about instead we assume the player’s space captain is a generally competent person. Then instead of locking out options based on skill restrictions, let us take a positive route and allow the player choose the way in which they excel at the time of the choice as it comes up naturally in the dialog. Let the player lie and send a fake cryopod to the mercenary demanding they hand over the VIP, giving the player enough time to make their escape – AND take a finders fee of 20k credits from the merc. If that’s who the player wants their player to be, that is.
[close]

Speaking of alive worlds, I respect the decision to avoid skill checks as skills are already hard enough to balance without that extra nuance thrown into the equation. Nevertheless, I think it is fairly imperative that on some level the sector reacts to the personification of the character archetype in some way that is outside the scope of the narrative. It's definitely a start to have different paths to solve a specific problem, but if nothing actually happens from those choices other than a brief alternate dialogue sequence and a differing mission object? Well... the roleplay scenario kind of loses the sense of meaningful impact through player choice. Player choice will be present, sure, but it needs the other side of the feature - lasting consequences/implications from that choice.

As an example that I'll put in spoilers just in case it happens to be too close to an actual plot arc or something:
Spoiler
Luddic Path world is causing trouble for the sector at large and something must be done. You the player can:
A) Talk them down from further aggression.
B) Station a blockade to prevent anyone from leaving the planet.
C) Pay pirates/mercenaries to increase their raids on the planet and distract them.
D) Invade with your forces and capture the planet yourself.
E) Use Tri-Tachyon's Planet Killer device and blow the world out of the stars.

The Player chooses E.

Now, if the next time the player stops at the local bar on Tartessus and his contact goes "Hey what will it be this time, Han?" instead of standing in shock/outrage at the appearance of the infamous butcher of Chalcedon then it is going to feel really weird.
[close]

Obviously that's an extreme choice that warrants an extreme reaction and not every choice is going to need such things to be believable. But you see what I mean. A player's chosen archetype only goes as far as the sector's reaction to that archetype. Even small things like a brief addendum to a planet's description based upon consistent choices in the narrative really, really help sell the illusion.

The above concept is what I think skill checks were originally designed for. It is a way of simulating reaction to archetypes by enabling/disabling options based upon prior choices. It is very possible to do that without marrying the skill system and dialogue though. It just has to be approached from opposite side of the concept. A good but over-the-top example would be Fable's notoriety/morality system.

Warning: me just rambling mostly off-topic below this point.

Quote
Media created purely and cynically in-anticipation-of or in-reaction-to viewer feedback is generally… bad (and is absolutely a certain level of Hell for any creative person).

Yes, yes 100% yes! This is one of my biggest pet peeves with media narrative alongside mindless, pointless shock and awe brutality tactics just to get people talking about it. It's a cheap way of using the medium and is almost always painfully transparent. So too is knowing what your viewers/typical genre audience expects and deliberately doing the exact opposite in order to tote around the idea that you are "genre defying."

Trying to be vague here but *spoilers* maybe? - (Unrelated to Starsector)

Spoiler
The Red Wedding worked really well because it was a carefully interwoven culmination of well-written and fleshed out individual narratives that centered around a fundamental ongoing event. The beauty of the twist there is it pulls the rug out from under all of that in a way that not only shocks you and makes you care about the characters even more, but also provides meaning and drive for the following scramble of choices that ensues from all those narratives being suddenly cast adrift from what seemed (to the audience and the actual characters alike) like a foregone conclusion.
[close]

In short: The senselessness of the event is ironically the driving force for the rest of narrative. It makes a powerful statement and you genuinely don't see it coming because it's so against the norm of a traditional epic.

Juxtaposition that to the part in the second Aliens vs Predator movie where:

Spoiler
the token hot girlfriend suddenly loses her plot armor and its forgotten about 2 seconds later
[close]

That not only did literally nothing for the narrative, but it practically screams "Look at me! Look at me! I'm an anti-trope trope! I'm a good movie, darn it!" (It wasn't.)
Title: Re: Writing Starsector
Post by: Embercloud on December 18, 2020, 03:18:43 AM
I always wanted a text adventure in starsector
Title: Re: Writing Starsector
Post by: SonnaBanana on December 18, 2020, 03:48:32 AM
Will there be randomized outcomes for choices that do not use story points?
Title: Re: Writing Starsector
Post by: Megas on December 18, 2020, 04:54:33 AM
Quote
As an example that I'll put in spoilers just in case it happens to be too close to an actual plot arc or something:
Spoiler
Luddic Path world is causing trouble for the sector at large and something must be done. You the player can:
A) Talk them down from further aggression.
B) Station a blockade to prevent anyone from leaving the planet.
C) Pay pirates/mercenaries to increase their raids on the planet and distract them.
D) Invade with your forces and capture the planet yourself.
E) Use Tri-Tachyon's Planet Killer device and blow the world out of the stars.

The Player chooses E.

Now, if the next time the player stops at the local bar on Tartessus and his contact goes "Hey what will it be this time, Han?" instead of standing in shock/outrage at the appearance of the infamous butcher of Chalcedon then it is going to feel really weird.
Variation of E, sat bomb the colony until it is destroyed.  Who needs planet killers when all the player needs is enough fuel?

I think I have an unhealthy obsession with saturation bombing.  That said, I would like option D if the colony limit was not so low, alpha abuse notwithstanding.

And when my character morphs from Han Solo to Ming the Merciless, sat bombing all of the core worlds seems like fun.
Title: Re: Writing Starsector
Post by: IonDragonX on December 18, 2020, 05:51:06 AM
Why does the Forum header say: News: Blog post: Personal Contacts (08/13/20);
Shouldn't it have " Writing Starsector "?
Title: Re: Writing Starsector
Post by: David on December 18, 2020, 06:08:25 AM
Will there be randomized outcomes for choices that do not use story points?

If we ever 'do a dice roll' for these, it'll be done at mission generation, not in response to a player choice made. I guess at some point we made a policy choice to not do random percent chance of success type resolution because it feels like something that prompts players to reload if they don't like the result. Better to skip that step.

I think I have an unhealthy obsession with saturation bombing.

(*Takes a note* And this is why you're an important point of reference.)

I always wanted a text adventure in starsector

You'll get it :D


Nevertheless, I think it is fairly imperative that on some level the sector reacts to the personification of the character archetype in some way that is outside the scope of the narrative.
...
The above concept is what I think skill checks were originally designed for. It is a way of simulating reaction to archetypes by enabling/disabling options based upon prior choices. It is very possible to do that without marrying the skill system and dialogue though.

Yeah, I think this is basically what we're getting at. Skills may be a convenient set of stats, but they don't really define who you are as a person (though we explored this angle a little bit). And even then, perhaps Starsector isn't so concerned about who you are as a person (like Disco Elysium absolutely is), but who you are to other people. That's an angle we can use!

It's also possible to invest infinite effort into fleshing out every possibility if one isn't careful. So there's a lot to be said for doing this economically.

Warning: me just rambling mostly off-topic below this point.
...
In short: The senselessness of the event is ironically the driving force for the rest of narrative. It makes a powerful statement and you genuinely don't see it coming because it's so against the norm of a traditional epic.

Yeah! That, and ah, Ned's fate - these are huge moments because of the carefully constructed foundations of meaning and narrative. D&D tried to pull the same trick later on, but they don't seem capable or interested in doing the work to build it up, so it fizzles.


(Gotta take care of some stuff; will get back to replying in a bit!)
Title: Re: Writing Starsector
Post by: Megas on December 18, 2020, 07:26:16 AM
I think I have an unhealthy obsession with saturation bombing.

(*Takes a note* And this is why you're an important point of reference.)
You guys put in saturation bombing.  What is the fun of it if we cannot use it for anything more than a non-standard game over like later Ultima's Armageddon spell?

At first, I wanted to use it to enact megalomania villain plot (of killing everyone and colonizing the entire sector).  Later, it evolved into pest control to make the bullies stop (their expeditions).

My only problem (well, two) with sat bombing is it is too easy to kill all of the core worlds (and indie aggro).  Why mess with sector politics of Survivor in space when I can trivially make them disappear, aside from permanent zombie piracy alerts?
Title: Re: Writing Starsector
Post by: Wyvern on December 18, 2020, 08:15:14 AM
Hm. Yeah, I don't think having skills enable options works well for the context of Starsector.

I do, however, think that - where appropriate - options (or just the text in general) should acknowledge skill choices.

For example, one space captain might order her ship's gunners to open fire on a target. Another captain, who's invested in gunnery implants, might instead just lock on and load up a firing sequence via direct neural interface.

I'd also be fine with skill choices having some impact on option prices - anyone can spend a story point to do X, but if you've got the right skill, you get a bit more bonux XP off it.
Title: Re: Writing Starsector
Post by: SonnaBanana on December 18, 2020, 08:26:11 AM
Will there be randomized outcomes for choices that do not use story points?

If we ever 'do a dice roll' for these, it'll be done at mission generation, not in response to a player choice made. I guess at some point we made a policy choice to not do random percent chance of success type resolution because it feels like something that prompts players to reload if they don't like the result. Better to skip that step.

Not for whether a choice is correct or not but more like "Open a container and get 2 plasma cannons on one playthrough and 100 organs on another". Or "your target's a Legion in the far north east vs a Conquest just 40 ly west of the core", to add variety to quests. Instead of "roll at least 47 or don't get anything".


I'd also be fine with skill choices having some impact on option prices - anyone can spend a story point to do X, but if you've got the right skill, you get a bit more bonux XP off it.
No, base it on number of skill points invested in an aptitude instead. No "this skill is only good for two checks so I won't puchade it next time" kind of viability issues"
Title: Re: Writing Starsector
Post by: Megas on December 18, 2020, 08:35:46 AM
Re: Sundog's post
I ruthlessly exploit stuff like that after I learn of them.  (I am not above reading spoilers first to avoid getting burned by a bad decision.)  When in doubt, I tend toward heroic options, but I will not bat an eye taking other options if one of them is optimal.  I agree that does not feel good.  If crime pays while being a hero hurts, then the player is incentivized on being a villain.
Title: Re: Writing Starsector
Post by: Lorant on December 18, 2020, 08:57:47 AM
Wanted to second what Concrete (welcome!) said earlier in the thread because the gates interaction and the Gremlin description (https://starsector.fandom.com/wiki/Gremlin) are pretty great.

The writing in starsector is somehow my favorite part of the game, David, so I dug the blog! glad to see a brigador shoutout in the footnotes. Will we get any brush-ins with Orcus Rao or Marshal Baikul Daud? What is to become of Chalcedon? &c super excited for the update!
Title: Re: Writing Starsector
Post by: David on December 18, 2020, 09:18:58 AM
If however skill checks are used as a way to get alternative and more flavorful solutions to a situation, to get hints and extra intel about some events, or maybe even more subtle: alternate lines from some characters depending on the player's specialty, then I would tend to say they can have a place in the game.

This is one of those things that would be super cool, but I don't think makes sense for an indie game of this size. With 40 skills in play, the development time cost vs. payoff in terms of how many players would see that content vs. putting that effort somewhere else doesn't make it worthwhile. In a project of a certain scale, maybe with 10+ developers you could probably assign writing these as someone's full time job for a couple months and make it really shine. Alas!

[edit] Skill checks could also be used the other way around, to warn a player that they may have troubles with a particular assignment if their combat skills are too limited, the travel might be arduous without logistic skills, you might get the option to get extra help at low level and so on.

This is getting into Alex territory, but my impression is that simply as UX policy he tries to have the game warn players about wandering into situations where they may be ill-equipped. The people hurt most of these things are newer, and in this sort of game you really don't want to kill your young when the learning curve is already so steep. So while this is a cool idea from a verisimilitude standpoint, I think making a more accessible game has to take priority.

(Haha, man, sorry for just shooting down everything you're saying. But I hope the reasoning for these design decisions makes sense, though admittedly they're out-of-game considerations.)

There's nothing more annoying and immersion breaking than being presented with dialogue options and thinking "okay, but what am I actually choosing here..."

Ah, the example you raise is an interesting one - one of our 'quest experiments' - and I think critically examining it is worthwhile. It does potentially let the player lose themselves an opportunity; I think we've been more conscious of this sort of thing in work that's gone into this upcoming patch.

My hope is that players can trust the game enough that they will be able to make choices as role-playing rather than trying to consciously min-max (w/ the consideration that one can roleplay as a power-hungry captain of course). This is our challenge to meet, basically.

Btw, have you guys ever seriously considered text to speech options? I would love the option to have stuff read to me from time to time. And a computerized voice would even be thematically fitting.

Aesthetically, I'm afraid that I can't see this not being super janky. I don't think the technology can support it properly, and even hinting at anything near voice work is dangerous from a production cost standpoint.

I could imagine that as an accessibility option, though I wouldn't know where to even begin with it, and uh ... I wouldn't want to make any more trouble for Alex than I already have.

Of all the writing presently in the game, my two favorite pieces are just tiny little descriptions, but I'd still like to praise them.
First, the description of the Gremlin-class frigate. And secondly, the short little bit of text describing the experience of flying through an inert ring.

Thank you. It's really rewarding to hear that you connected with those, because I definitely those two as places where, oh I don't know how to explain it, but inspiration struck and I knew instantly that I had to do something a little weird and a little different.

The Human Hive is the best faction, by the way.

SMAC is such a well-written game. I think Chairman Yang is super compelling because his statements can be extremely unsettling, but he's not wrong.

The writing in starsector is somehow my favorite part of the game, David, so I dug the blog! glad to see a brigador shoutout in the footnotes. Will we get any brush-ins with Orcus Rao or Marshal Baikul Daud?

Thank you! And ... (should I answer this? I think I kinda already have) ... yeah, what the heck: the player will indeed have the opportunity to talk to someone very important in the Hegemony.
Title: Re: Writing Starsector
Post by: Tartiflette on December 18, 2020, 10:21:47 AM
If however skill checks are used as a way to get alternative and more flavorful solutions to a situation, to get hints and extra intel about some events, or maybe even more subtle: alternate lines from some characters depending on the player's specialty, then I would tend to say they can have a place in the game.

This is one of those things that would be super cool, but I don't think makes sense for an indie game of this size. With 40 skills in play, the development time cost vs. payoff in terms of how many players would see that content vs. putting that effort somewhere else doesn't make it worthwhile. In a project of a certain scale, maybe with 10+ developers you could probably assign writing these as someone's full time job for a couple months and make it really shine. Alas!
I was saying that in the context of "number of skills in a skill tree", not with specific skills checks in mind. If the skill checks are flavorful rather than hard block, if should be enough to determine if someone is a good enough "Mercenary", "Strategist", "Engineer" or "Administrator", depending on how many points they invested in each skill branch.
Title: Re: Writing Starsector
Post by: Ryan390 on December 18, 2020, 10:42:08 AM
I'm happy to finally see an update, albeit it being a bit confounding.
When are we likely to see a physical release next year? Is it going to be a 1.0 job or another 0.9.8 xxx

For example, possibly first quarter, most likely 3/4th quarter & it will be a 1.0 product or another minor increment towards 1.0?
 
Title: Re: Writing Starsector
Post by: Sundog on December 18, 2020, 05:08:10 PM
There's nothing more annoying and immersion breaking than being presented with dialogue options and thinking "okay, but what am I actually choosing here..."

Ah, the example you raise is an interesting one - one of our 'quest experiments' - and I think critically examining it is worthwhile. It does potentially let the player lose themselves an opportunity; I think we've been more conscious of this sort of thing in work that's gone into this upcoming patch.

My hope is that players can trust the game enough that they will be able to make choices as role-playing rather than trying to consciously min-max (w/ the consideration that one can roleplay as a power-hungry captain of course). This is our challenge to meet, basically.
Thanks for putting my mind at ease! I'm glad you mentioned trust in particular, because that's really at the root of the issue. Dialogue options that can't be trusted subvert their own purpose.
Title: Re: Writing Starsector
Post by: jamplier on December 20, 2020, 03:08:13 AM
Please don't ever lock any kind of outcome behind a grindable resource (like a skill check). It would just make me go "well why don't I just reload a save and grind some more XP to level up?", and making me grind for XP in a singleplayer game is a big no-no, because nobody's got time for that and then I'll start cheating.

If you are gonna do it though, I think a cool way to have a skill check is something like this:

Quest-giver asks you to take over an un-take-overable station, wat do?

A) (Combat skills > 5) Some advanced space tactic makes half the enemy fleet surrender! Then we plough our ships through the front door! (cripples enemy defenses)
B) (Tech skills > 5) Hack their defenses and move in undisturbed! (cripples enemy defenses)
C) (Industry skills > 5) Convince other factions to block trade with this station! (cripples enemy defenses)
D) (Spend 100000 credits) Bribe an insider to lower defenses! (cripples enemy defenses)
E) (Story-point) Send an elite squad to lower defenses before moving in with the fleet! (cripples enemy defenses)
F) **** it! (assault the fully functioning station)

Takes all of 5 minutes to make, doesn't lock a desirable outcome behind a skill check, gives the player the feeling they made a choice, allows you to role-play thus adding a bit of flavour to your character, and can also warn newbie players about biting off more than they can chew while also not blocking out veteran players. Obviously, all these apply to this particular, handpicked example, but I'm sure there are other situations where a similar approach could work.

Another solution is to light a fire under the player's ass, a la FTL: Faster Than Light. Sure, it would be nice to have all the money/XP in the world, but you can't, because the Domain Liberation Fleet/AI Extermination Fleet/Alien Invasion fleet is coming in 1 cycle and 6 months. This way, a player has a harder time justifying save-scumming out of a situation where their skills/credits/whatever are insufficient (though one might still do it), because you don't really have time to grind when there are still a bunch of other important missions to do. Obviously, this depends on where you want to take the end-game.

Or just don't do this kind of thing at all. My main point was please don't ever lock any kind of outcome behind a skill check or, in general, any easily findable resource which requires grinding to obtain; of course, this begs the question "well what even is the difference between grinding and just normal character progression, jamplier, if you're so alpha core smart and full of yourself?". An interesting question:
1) a player's progression should probably only be decided in combat, not a quest dialogue
2) alas, I'd barely register as a gamma core, so this is all you're gonna get out of me for now.
Title: Re: Writing Starsector
Post by: Willthethe on December 20, 2020, 06:46:22 PM
"There’s a light cone, and the range of possible endings falls somewhere within it."

I see that someone has studied/learned about relativity!

And you have the gall to worry about "a thousand intense physics nerds" tearing you apart with "their fascinating equations."

:D
Title: Re: Writing Starsector
Post by: Mosthra on December 20, 2020, 10:40:49 PM
Be strong. We will be looking forward to the great update coming soon. And the Moders will help you to develop that RPG story later.
This game will become immortal thanks to its loyal Mod community.
Title: Re: Writing Starsector
Post by: isyourmojofly on December 21, 2020, 04:04:06 AM
I really like this thought-through approach to storytelling. Having played through Divinity Original Sin 2 recently, where it felt like they just chucked in as much as they could, it's refreshing to see storytelling actually edited and thoroughly considered.

Just to echo another poster, your writing really sticks with me. One stand-out is the description of the shipboard mutiny after a planet is destroyed, where the captain shoots himself upon realising what's happened. All in the "true and accurate history" post rather than actually in-game, but it was so vivid and made a real impression. Really looking forward to seeing more of your writing!
Title: Re: Writing Starsector
Post by: Ryan390 on December 21, 2020, 10:29:18 AM
It's all very well and good these thoughts but until the next version is in our hands there's not really a lot of suggestions we can make. I think they will be unlikely to change things at this stage, we just need to get this story out the door now after ten years in the making.

Not every game is going to make players feel like they did when playing through FF7 for the first time, I'm definitely reaching the age now where I value something I can experience over something I'd like to experience (in the near future)

Look how long we all waited for Cyberpunk and it was still a massive disappointment, and not just even because of all the bugs.
Star Sector doesn't have to be a perfect 1.0 it just needs to be a 1.0.     
Title: Re: Writing Starsector
Post by: Megas on December 21, 2020, 10:35:27 AM
The biggest thing Starsector needs is a win condition that ends the game (or at least flags the player as a "WINNER!"), like blowing up the Sa-Matra in Star Control 2 or killing Morgoth in Angband.
Title: Re: Writing Starsector
Post by: gp0923 on December 22, 2020, 01:53:33 AM
FYI: I am using the term "skill check" to reference a random event (i.e. coin flip, die roll, etc.) that occurs after the player has made some action (or decision) to determine the success or failure of the player's decision.

Having been playing the Arkham Horror (AH) LCG recently, the story decisions during those campaigns could be a good reference for Starsector. While AH has many skill checks during gameplay, they are never used during the narrative sections, which I think is for the best. Having a random chance to pass/fail during a narrative section is often frustrating and undermines the player's agency to make decisions; additionally, it makes even less sense in a game like Starsector, where skill tests aren't used anywhere else in the game.
I'll use this decision as an example, since it was brought up earlier in the thread:
Spoiler
(https://i.imgur.com/YHjN6iD.png)
[close]
From my experience, a good narrative choice (without skill checks) should have a few things:

Some additional thoughts:

This was a bit long-winded, but I hope it helps with designing fun narrative choices.
Title: Re: Writing Starsector
Post by: David on December 22, 2020, 05:06:22 AM
I was saying that in the context of "number of skills in a skill tree", not with specific skills checks in mind. If the skill checks are flavorful rather than hard block, if should be enough to determine if someone is a good enough "Mercenary", "Strategist", "Engineer" or "Administrator", depending on how many points they invested in each skill branch.

Right! This is about where we got to when we boiled down the idea of strongly engaging with the skill tree in dialog. The questions from this point are basically:

There's a lot of smaller questions here, and they have to be answered with a surprising amount of dialog infrastructure as well as content. Question is, is all of that worth what would be gained? Better yet, do the options the skill categories suggest make sense in terms of the story being told - maybe skill-driven dialog works well for engaging with already existing game mechanics type things in the world, but maybe not with what the narrative dialogs are doing.

With all of this, I hope to explain some of the reticence we eventually came to after exploring this area of the design. (And, while I love Disco Elysium's super granular skill-driven dialogs - not that you're suggesting that, I just got excited about it when I played that game - I realized pretty quickly that we couldn't possibly take their approach.)

"There’s a light cone, and the range of possible endings falls somewhere within it."

I see that someone has studied/learned about relativity!

And you have the gall to worry about "a thousand intense physics nerds" tearing you apart with "their fascinating equations."

:D

.... A little! (Mostly from reading scifi!) ... Enough to know that we absolutely torture the concept in Starsector and should be very careful when referencing it! (Also, my brother does indeed have a phd in particle physics and he'll have no qualms about telling me where I get things wrong, haha.)

Be strong. We will be looking forward to the great update coming soon. And the Moders will help you to develop that RPG story later.
This game will become immortal thanks to its loyal Mod community.

I'm actually really excited to see what modders can do with some of the enhanced dialog options we've added. I didn't want to push that point too strongly in the blog post because it risks promising features that I'm not 100% sure on - that's Alex's department. Still, he's made it all much better and easier to use.

When are we likely to see a physical release next year? Is it going to be a 1.0 job or another 0.9.8 xxx

For example, possibly first quarter, most likely 3/4th quarter & it will be a 1.0 product or another minor increment towards 1.0?

The next update, discussed here, is not 1.0 and will be (as Alex puts it so well) "soon".
(If by physical release you mean a boxed copy, that ain't happening! You wouldn't believe the overhead on those things.)

I really like this thought-through approach to storytelling. Having played through Divinity Original Sin 2 recently, where it felt like they just chucked in as much as they could, it's refreshing to see storytelling actually edited and thoroughly considered.

Just to echo another poster, your writing really sticks with me. One stand-out is the description of the shipboard mutiny after a planet is destroyed, where the captain shoots himself upon realising what's happened. All in the "true and accurate history" post rather than actually in-game, but it was so vivid and made a real impression. Really looking forward to seeing more of your writing!

Thank you! (I recall putting a lot of thought into that little snippet, hoping it expressed what I was going for without saying too much or too little. I'm thrilled that it seems to have taken as well as it did - that, and the whole Mayasura/Mairath mission story.)

Having been playing the Arkham Horror (AH) LCG recently, the story decisions during those campaigns could be a good reference for Starsector. While AH has many skill checks during gameplay, they are never used during the narrative sections, which I think is for the best. Having a random chance to pass/fail during a narrative section is often frustrating and undermines the player's agency to make decisions; additionally, it makes even less sense in a game like Starsector, where skill tests aren't used anywhere else in the game.

I've played some Arkham Horror, and those are very interesting observations you make.

I can't go through all your thoughts re. narrative design, but it does all sound along similar lines to the principles we're trying to follow, more or less!
Title: Re: Writing Starsector
Post by: The2nd on December 22, 2020, 11:04:12 AM
This is one of those things that would be super cool, but I don't think makes sense for an indie game of this size. With 40 skills in play, the development time cost vs. payoff in terms of how many players would see that content vs. putting that effort somewhere else doesn't make it worthwhile. In a project of a certain scale, maybe with 10+ developers you could probably assign writing these as someone's full time job for a couple months and make it really shine. Alas!

That sounds very much like the sensible choice. However since I really like these kind of mechanics I will just keep writing.

So... how about some purely flavorful dialogue changes depending on player status without any gameplay changes whatsoever? Contextual dialogue impact not only in terms of skills but possibly things like fleet size/ship types/current cargo/player colonies ect. Just something that acknowledges what you have been or are doing as a player. This can be very simple as in "you can't do that" -> "Tell that to my [insert capital ship name currently in player fleet]." (initiates combat)

Arguably these kind of flavor options are even less deserving of Dev time since there is no actual gameplay impact, but sometimes it's the little details which help to elevate the whole. Also when doing this you are not obliged to implement a whole system but can just add a little dialogue when it feels appropriate. Or not ;D   
Title: Re: Writing Starsector
Post by: David on December 22, 2020, 11:09:45 AM
Arguably these kind of flavor options are even less deserving of Dev time since there is no actual gameplay impact, but sometimes it's the little details which help to elevate the whole. Also when doing this you are not obliged to implement a whole system but can just add a little dialogue when it feels appropriate. Or not ;D   

There are times when the possibility of doing little details like this is too good to let pass by. Sometimes it gets pretty indulgent, and Alex or I will put in rather more effort than seems entirely responsible to make some detail work. The way I think we justify it is that when the game acknowledges a past choice the player has made, that makes everything more real, so it's worth it. And if it's non-systematic (vs. actually having options for all 40 skills etc etc), you'll never know when it's going to happen, so it's more delightful when it does.
Title: Re: Writing Starsector
Post by: Tartiflette on December 22, 2020, 11:22:45 AM
Right! This is about where we got to when we boiled down the idea of strongly engaging with the skill tree in dialog. The questions from this point are basically:
  • Does the player know that there are alternative options?
  • Do you tell them explicitly via greyed out text w/ tooltips?
  • Do you offer 5+ options per decision point (one to match each skill + one neutral or negative) or a lesser or greater set? (This may center every decision around the skill categories - is that desired? Or only use it when applicable? Is that too few opportunities and too specific to be good value vs. dev time?
  • Do you open dialog options by ranking skill category choices proportionately (ie. what the player has most of), or by absolute number of skills (which demands a certain min. player level for an option?) Does a low level player get nothing vs. a high level player getting all options vs. does it not matter?

There's a lot of smaller questions here, and they have to be answered with a surprising amount of dialog infrastructure as well as content. Question is, is all of that worth what would be gained? Better yet, do the options the skill categories suggest make sense in terms of the story being told - maybe skill-driven dialog works well for engaging with already existing game mechanics type things in the world, but maybe not with what the narrative dialogs are doing.

With all of this, I hope to explain some of the reticence we eventually came to after exploring this area of the design. (And, while I love Disco Elysium's super granular skill-driven dialogs - not that you're suggesting that, I just got excited about it when I played that game - I realized pretty quickly that we couldn't possibly take their approach.)

Oh no doubts there are many questions and issues from adding "skill-amount checks", and I'm not saying that you should absolutely do it! What I do like as an idea is to replay a string of missions and suddenly discover some very light branching I didn't expected (that's also why I would probably keep those options hidden when unavailable, also it avoid the frustration from not having the right skills). Otherwise I fear things could become stale real fast unless you have a huge amount of those mission dialogs. And I do understand some of the constraints of writing missions for an open world game such as Starsector: when I started writing some simple quest that had a couple of outcomes I ended up with hundreds of nodes in my logic tree. So I wouldn't rule out it's not worth the effort to add more complexity myself.

Speaking of text interactions, I starter playing the game "Between the Stars" that includes hundreds of small written encounters and random "crew interaction" events. Those really do a great job at livening up the otherwise barren world (especially the ongoing events that act as some sort of secondary passive quests), and I particularly love how they do text-based wreck exploration and boarding. It's a shame that the game is otherwise not great due to a terrible UI, camera and controls, but those encounters are what is keeping me invested. It's probably worth a look if only to get some inspiration.
Title: Re: Writing Starsector
Post by: Linnis on December 22, 2020, 11:24:43 PM
...
Speaking of text interactions, I starter playing the game "Between the Stars" that includes hundreds of small written encounters and random "crew interaction" events. Those really do a great job at livening up the otherwise barren world (especially the ongoing events that act as some sort of secondary passive quests), and I particularly love how they do text-based wreck exploration and boarding. It's a shame that the game is otherwise not great due to a terrible UI, camera and controls, but those encounters are what is keeping me invested. It's probably worth a look if only to get some inspiration.

I do have to agree with this sentiment. Recently I played Crying Sun and even though the story is quite lite. It's the constant little amounts of text that appear really immerse the player. With videogames, I think immersion is a requirement for having a great story. But for me, I personally don't care much about the story as in "events that happen".

A writing tip that I always hear editors throw around is that create a grand story, a mythology, one that spans multiple life times, with many characters and events that happen. Now create your POVs, multiple or singular, only getting to access a slice of that grand story. That is only two layers, more layers the better. Stuff we all know like LOTR, GOT, STARWARS, all have great stories because there is multiple layers in the writing, thus it is more engaging.
Title: Re: Writing Starsector
Post by: cerapa on December 25, 2020, 05:27:10 PM
Looking forward to seeing if my particular playstyle is represented in the story choices. Apparently that playstyle is smuggling huge quantities of weaponry, soldier and drugs to terrorists and black marketeers for money. And then using that money to fund expeditions into outlying stars to scavenge dangerous and prohibited technology. I honestly failed to realize I'm a sci-fi bad guy.

Have you considered having an equivalent to white checks for skill checks? Means you wouldn't have that nasty problem of people having to powerlevel before doing the quests so they can see all the dialogue and stuff. Think it could add a bit of character to the skills even if it would maybe only reveal a bit of lore or something.
Title: Re: Writing Starsector
Post by: RedHellion on December 29, 2020, 03:11:44 AM
Love it! Really looking forward to seeing how this gets implemented.

I also want to throw my own weight behind the previous comments re: having clear and balanced narrative decisions made by gp0923 and Sundog, with that Alpha Core decision as an example. Essentially being forced into an optimal decision which is against how you want to play the character because the alternative is objectively worse by a large margin (e.g. no gain, or gain an Alpha Core), or realizing later that you've missed out on things due to your in-character narrative decisions which put you objectively worse off than a player who made different decisions, doesn't feel good (all options which are within the bounds of role-playing should be equally "right"/"valid" and provide similar if different benefits). Balance between decision rewards doesn't even have to be immediate: one decision could have an immediate benefit, while the other could provide a benefit or opportunity of its own shortly after. Consequences don't necessarily have to be clear at the time of the decision, but the player should be able to trust that they can role-play their decisions for the most part without making themselves objectively worse off.

Jamplier (and others) also made what I feel to be an interesting/valuable suggestion regarding allowing skill checks (summed up into skill category totals rather than individual skill checks) but making it so that there's always a way for the player to progress (including not making any of the checks), and the rewards for each different skill check option are at least roughly equivalent if not exactly the same.

Looking forward to seeing if my particular playstyle is represented in the story choices. Apparently that playstyle is smuggling huge quantities of weaponry, soldier and drugs to terrorists and black marketeers for money. And then using that money to fund expeditions into outlying stars to scavenge dangerous and prohibited technology. I honestly failed to realize I'm a sci-fi bad guy.

So... what I'm hearing is that you're Jean-Baptiste Emanuel Zorg from The Fifth Element?
Title: Re: Writing Starsector
Post by: Wyvern on December 29, 2020, 11:00:02 AM
Oh, and the Alpha Core decision is actually worse than that: your options are A) gain an alpha core, or B) spawn a large pirate fleet that will try to hunt you down.

My suggestion would be to change that pirate fleet to a pirate-flagged scavenger fleet that, critically, actually has some scavenged loot already in its holds that you can get if you beat it. Then you'd have a choice between an alpha core versus a chance at additional random blueprints.
Title: Re: Writing Starsector
Post by: RedHellion on December 29, 2020, 01:54:21 PM
My suggestion would be to change that pirate fleet to a pirate-flagged scavenger fleet that, critically, actually has some scavenged loot already in its holds that you can get if you beat it. Then you'd have a choice between an alpha core versus a chance at additional random blueprints.

That's still an objectively worse option to send it back than just keeping it, though, since you would have to fight the fleet to get those rewards at what is generally still an early-game point in time (unless you mean that in addition to being just a scavenger fleet, it's also not that large) while keeping the Alpha Core has no additional challenge/downside. My suggestions instead for this example would be either:

a) Keeping the Alpha Core now also spawns a fleet that will try to hunt you down (but it's Tri-Tachyon instead of pirate) to balance out the fact you got a free Alpha Core. And sending the Alpha Core back means the rep rewards you with some random blueprints (maybe specifically Tri-Tachyon ones) or something else high-value, to balance out being hunted by the pirate fleet.

b) Neither option causes the player to be hunted by a fleet: keeping the core just means you get a free Alpha Core, sending the core back means you just get some free blueprints or other high-value loot from the rep.
Title: Re: Writing Starsector
Post by: Wyvern on December 29, 2020, 02:56:42 PM
That's still an objectively worse option to send it back than just keeping it, though, since you would have to fight the fleet to get those rewards at what is generally still an early-game point in time (unless you mean that in addition to being just a scavenger fleet, it's also not that large) while keeping the Alpha Core has no additional challenge/downside.
...Early game? The fleet guarding the cache can spawn with [REDACTED] battleships.

Sure, sometimes it doesn't - I've seen it as small as a single cruiser with supporting destroyers/frigates - but even a [REDACTED] cruiser isn't exactly a pushover.

...Actually, that said, my suggestion doesn't actually fix the issue of the choice not really telling you what you're choosing between. Hm.
Title: Re: Writing Starsector
Post by: RedHellion on December 29, 2020, 07:11:23 PM
...Early game? The fleet guarding the cache can spawn with [REDACTED] battleships.

Sure, sometimes it doesn't - I've seen it as small as a single cruiser with supporting destroyers/frigates - but even a [REDACTED] cruiser isn't exactly a pushover.

Maybe I just got lucky, I don't think I ever encountered more than some destroyer-sized [REDACTED] with escorts. The couple of playthroughs I did on the latest version I went out to grab that quite early in my career, with a mid-sized survey/salvage fleet with at most a cruiser for myself and some escorting destroyers and frigates in case I ran into hostile scavengers or a bigger [REDACTED] presence than expected. Granted I could be mis-remembering, I haven't booted up SS in months since I finished my last playthrough.

I assumed it was a set difficulty of fleet (or one that scales with the player's progress like bounties) meant to be an early-mid-game quest to give you an opportunity to either get in with Tri-Tachyon or get an early jump on a colony with the Alpha Core.
Title: Re: Writing Starsector
Post by: Deshara on January 09, 2021, 02:07:12 PM
Quote
I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. This necessarily constrains your – the player’s – experience of the game-fantasy and the meta-game fantasy of an “unfinished game” which has the potential to become everyone’s dreams in a free-floating quantum state… until you see it for real and it turns out it isn’t quite what you dreamed.

this reminds me of the flash text-based
Spoiler
fetish erotica
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game
Spoiler
corruption of champions
[close]
which ran into the issue of the game creator's specific tastes for what they want to see in the fantasy world not being exactly like anything other people wanted to see in their fantasy game, so what they wound up doing was just focusing on building the bones of the base game without much focus on adding content and allowing people to submit writing prompts to the creator of the game & they'd add them into the game to flesh out the content, & wound up with one of the most expansive games of that particular genre I've ever seen with a ridiculously broad reach. They left the ending of the game off & just kept expanding it as content came in, and once the writing prompts stopped flowing they just capped the game off with an ending where the story was left and started a sequel. The result was a game that could vary wildly in tone, like a choose your own adventure book where you also get to choose your own author while remaining within the same story & universe

One of the things that made it work as well as it did tho was that any content you weren't interested in you could just hit the continue button at the bottom of the screen to skip those paragraphs of content and what u didn't read was basically guaranteed to not matter unless u wanted it to (basically anything that could have a lasting impact on the game was in the form of an item that got added into your inventory & needed the player to use it to have affect, even when it doesn't make sense in-universe), and then once you knew what triggered that content you could just choose to not go back to it if it isn't your flavor. Genuinely the most innovative thing I've ever seen in that particular genre and nobody else seems to have taken note -- not even the ppl who made that darn game itself bc they're making another game and a sequel and neither of them really does the same things.

It's fascinating to me, like seeing someone strike gold then throw it back into the hole and go somewhere else. Basically it's like tapping the modding community to be co-writers and it feels like theres so much potential to the concept that there has to be a really good reason not to do it since nobody else is lol
Title: Re: Writing Starsector
Post by: DatonKallandor on January 11, 2021, 04:06:28 AM
That sounds absolutely godawful. Story not only by committee, but story by disconnected writers with no interaction or common style. "If you don't like it, skip it" as game design. That's dystopian as hell.
Title: Re: Writing Starsector
Post by: Deshara on January 11, 2021, 09:08:50 PM
it is of course quality-controlled & filtered thru the actual maker of the game. I never found it jarring, though I could see how it could have been.
Title: Re: Writing Starsector
Post by: dgchessman2 on January 12, 2021, 12:21:50 PM
I certainly like the idea of story, like anyone else.  But honestly?  I think the insertion of narrative into this kind of game is VERY well displayed in Star Traders: Frontiers.
You've got a star map, a character that IS an officer, ship battles, and interactions with planets and ports that are very, very similar.  Hell, even skill checks.
There's a lot to be gleaned from those guys.  And it's only the two brothers.  That game presents a real opportunity to parallel something successful, without the need to reinvent the wheel.

~ ~ ~

That aside, it does seem like the FRAMEWORK for story/missions is just as important as the story itself.
Because mods.

Let's face it, this is more or less a Bethesda Game (TM) in terms of the necessity of mods.  They add a FREAKISH amount of content.  And more story would be welcome.
... but without a solid framework, I'd be afraid of the whims of individual writers.

~ ~ ~

Can the story update and shift towards narrative ALSO come with other game mechanic updates?

Like the ability to have more than 12 buildings in a colony?
Diplomacy mechanics that are a bit more tangible?
Fleet / Faction deployments that don't come out of the Player's pocket?
The ability to get even a rough 'view' of what is happening in a sector you have a presence in?

Hell, there's even room in there somewhere for:
Engine / Armor / Structure / EW sockets in ships.  Why would one faction's armor not be superior/inferior to another's?  That opens up more reasons to Trade, etc.

~ ~ ~

Every new building type opens up opportunities to go on a quest to help/hurt.
And if you really want to go the extra mile?  Epochs.  Periods of the timeline where power / technology shift  considerably.  Global modifiers to certain kinds of action.  Suddenly Warp Storms are 10x more damaging for a period of years, and everyone has to very carefully pick their way through clear lanes.  Or a series of 5 years or so where AI fleets are circling the space AROUND the fringes, aggressively cleansing / repelling, forcing you to hide in the core.  5 years of Trade Disputes, and tax rates skyrocket.  So piracy and Black Market skyrocket, and diplomacy plummets.

There's a lot of room for story MECHANICS that don't necessarily need a lot of words put on pages.

Just some humble thoughts for consideration.
I'd definitely love to see more storytelling.
Title: Re: Writing Starsector
Post by: Solya on January 13, 2021, 03:48:46 AM
Alright, I've read every post and I haven't seen this option, so here I go.
No matter what you decide to do with skill options (I will be fine with any, really. I've spent more than 100 hours+ in Starsector already, and the dialog options are the only thing missing for me), why not give us something extra for the cost of reputation? Something more... Chaotic, instead of trained professional.

Some quick example:
1) I took a contract to hunt down a pirate officer of certain name and bring him/her to justice (Alive, this time!).
2) I managed to do it and now i'm on my way to hand this officer over to the authorities for some sweet pay check.
3) Except I decided not to. And now I want to keep this officer for myself. So when the dialog starts I will go with the "F**k u, corpoman! Muh boy is staying with me!" (-20 Rep with following faction) kinda dialog option.
This type of option may help the player to feel more... Influential in some scenarios. Especially if other options will be locked for some reason or just "not you style".

Another fun way to project players influence on the game though the dialog is when NPC acknowledge you as a threat. Mount & Blade kinda style. Not because you did something very wrong (its a fun option too, though), but because your personal fleet contains battleships for some reason. Pirates no longer raiding newborn colonies... Because you ate them. And now you are expecting some tribute.

That went dark pretty quick, huh. Anyway, the point has been made.
Title: Re: Writing Starsector
Post by: Deshara on January 16, 2021, 01:13:34 PM
Arguably these kind of flavor options are even less deserving of Dev time since there is no actual gameplay impact, but sometimes it's the little details which help to elevate the whole. Also when doing this you are not obliged to implement a whole system but can just add a little dialogue when it feels appropriate. Or not ;D   

There are times when the possibility of doing little details like this is too good to let pass by. Sometimes it gets pretty indulgent, and Alex or I will put in rather more effort than seems entirely responsible to make some detail work.

tbh the most memorable moment of all of starsector that still sticks out to me to this day was going to a star system pre-procgen (I think it was Penelope & was removed with the procgen update & now I can't find a single mention of it online) & finding the planet that was inhabited but destroyed by superweapons & is torn apart visibly from orbit. It (and the star system as a whole) has 0 gameplay affects, but this big swathe of empty space devoid of gameplay surrounding a dead planet and its star system makes the rest of the setting work. The game is about sector cut off & in desperate times, on the brink of collapse -- a, not only dead but killed star system sets the stakes. If every system is either inhabited or never-colonized then it kind of kills the whole "humanity is on the brink of collapse here" thing the setting is going for bc there's no player-visible evidence of what it would look like if thinks went bad for the rest of the sector. I know there are planets there that mention that the collapse stopped them from colonizing but meeting someone in new york in the 1800's who says "I was gonna move out west but then didn't" doesn't have nearly the same emotional impact as going out west and one day stumbling upon the ruins of a town full of abandoned, rotting buildings & skeletons laying in the dust without a single soul around.
Title: Re: Writing Starsector
Post by: SafariJohn on January 16, 2021, 04:55:30 PM
Are you talking about Hanan Pacha in the Yma system? It is still there.