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Building Non-linear Narratives in
HORIZON: ZERO DAWN
Leszek Szczepański
Gameplay Programmer - Guerrilla Games
@yezu
Game Narrative Summit - GDC 2017
Quests - between rules and the narrative
Quests are a way to combine narrative focused and
rules focused methods of creating, analysing and
understanding games.
Quests are about action that is meaningful to
a player on the level of ideas, personal ambitions,
benefit to society, spiritual authenticity. 1
The meaning of quests emerges from
strategic actions, but these actions have thematic,
narrative and personal implications. 2
1,2 J. Howard - Quests (2008)
Structure of a quest (in an RPG)
• Composed of multiple discrete phases or steps.
• Has an obvious start, middle and end.
• Each step is a piece of narrative.
• Often a step is connected with a Quest Log entry and
one or multiple objectives visible to the player.
• Usually the player is given a reward after reaching
specific steps.
Quest Systems
In an RPG a quest system is needed to track and
manage player’s progress through quests and by
turn the game’s story.
The shape of the system has a significant impact
on how the quests are designed and kinds of
stories that can be told.
Quest Systems
When looking at other games we saw multiple different
approaches and implementations.
However after a while a certain pattern became visible.
All quest systems could be placed on a scale describing
how flexible they are and how strictly they define what a
quest is.
With Relaxed and Strict systems on opposing
poles of the scale.
Relaxed Quest System
• No centralized system managing quest progression.
• No defined concept of a quest.
• All logic fully managed by scripts.
Such systems allow for virtually any kind of narrative to be
expressed through a quest. However at the cost of high
complexity of implementation of individual quests.
Good examples: Might & Magic, Wizardry and
a lot of other RPGs created before mid 90s as well as many RPG
Maker games.
Strict Quest System
• Uses a single, centralized system for all quests.
• Each quest has a defined, rigid structure.
• Quests are built from predefined elements, removing the
need for scripting.
Such system severely limit what kind quests can be created.
However these limitations make implementation quicker as
well improve communications between teams.
Good examples: Titan Quest, Sacred and other
hack’n’slash games.
Quest Systems
Nowadays it is quite rare for a game to use a system
that lies on any of the extremes of the scale.
As the demand for interesting stories as well the
amount of content has grown over the years, a lot of
studios try to explore a middle ground, to find the
perfect balance between story complexity, freedom
of expression, scalability and development time.
Quest Systems
Relaxed Strict
RPG Maker Titan Quest
Skyrim
Neverwinter Nights
The Witcher 2
Might and Magic VI
Sacred
Vampire the Masquerade: Redemption
Gothic
Two Worlds
Binding rules with the narrative
Usually there are two approaches available to merge rules
with the story, in order to create a quest:
• Write a story and by injecting mechanics, add gameplay
to it.
• Create a set of challenges and wrap a story around them.
These have been perfected over the years and tend
to work well. However, because we are translating
narrative into logic or vice versa, sometimes
cracks and inconsistencies can show.
Requirements for our quest system
• Common types of quests must be quick and
easy to create.
• Complex quests must not be complex to create
and manage.
• Focused on non-linearity.
• Provide a base common language for both
rules and the narrative.
Quest Systems
Relaxed Strict
RPG Maker Titan Quest
Skyrim
Neverwinter Nights
The Witcher 2
Might and Magic VI
Sacred
Vampire the Masquerade: Redemption
Gothic
Two Worlds
Horizon: Zero Dawn
Our approach
A lot of games, even ones with non-linear
narratives, construct quests as sequences of steps.
However we wanted to present the player with a
probability space instead of a script to follow.
Our approach
A probability space can be well represented as a graph.
Graph theory provides many useful tools for managing graph
structures, but does require technical knowledge which
users of the system might not have.
Instead we drew inspiration from the world of story
writing and decided to model our system on
a technique called Wall of Sticky Notes.
Wall of Sticky Notes
A sticky note represents a
plot point or an event in the
story.
Lines between notes
represent cause and effect
between the events.
Our approach
• A quest is represented as a graph of steps.
• Each step is a scene or an event in the plot.
• Only the start steps are available to the player initially.
• Completing a step (experiencing the scene) opens or
closes parts of the graph to the player.
• Quest ends once an end step is reached.
Quest Graph
Start
Step A
Step C
End
Step B
Player talks to
the Villager
Player reports back
to the Villager
Player eliminates
insect infestation
Player talks with
the Swarm Queen
Player slays the
Swarm Queen
Quest Graph
The writer would imagine this web of possible events,
where each event unlocks other possible events, in
consequence creating the probability space - the quest
graph.
The designer would have the same graph in their head,
however the nodes would have a more rule focused
context.
Because the initial step is the same, less translation
between the rules and the narrative is needed.
Quest Progression
Each step is connected to a verb which defines the
action the player needs to perform in order to
progress and if necessary the target of the action.
There is a finite amount of verbs that are supported,
for example: obtain, kill, converse etc.
Quest Progression - example
Scene:
The player after searching through rubble finally finds and picks up the Amulet of
Yendor.
Quest Step:
Obtain Amulet of Yendor
Appropriate verb
chosen from the list.
Appropriate game object
for the action.
Quest Progression - example
Scene:
In the arena the player defeats all six opponents.
Quest step:
Kill Gladiator
Appropriate verb
chosen from the list.
Appropriate game object
and value for the action.6
Summary
Quests in Horizon: Zero Dawn are built as a graph of
steps (possible plot points) which are linked
together by cause and effect and defined by
actions needed to be performed by the player.
Successes
The graph structure assured that non-linear quests
could be created naturally without any tricks or
workarounds.
Having a limited set of verbs, defining actions
required to progress the quest, made it simple to
create common types of quests, without hindering
the creation of sophisticated ones.
Player jobs
We noticed that certain simple patterns, which use
specific verbs, recur frequently.
Strictness of our system allowed us to automate
creation of quests based on such patterns.
We enabled the player to create simple fetch quests
for themselves, in which they can gather items for
crafting or for trade.
Time travel problem
In a story once an event happens it cannot
“unhappen”. Changes to the world are permanent.
However during gameplay, in order to clearly
communicate the state of the quest, sometimes,
based on player actions, we must allow for events
to be erased from time and the quest story
reverted.
Because the system was deeply rooted in a story
writing metaphor, that was not supported.
Closing notes
The system served its purpose quite well:
• We created almost 150 quests of various complexity.
• We managed to extend it to support simple player
generated fetch quests.
However it still needs improving:
• Time travel problem.
• The list of verbs we had didn’t sufficiently match our
needs.
Thank you for listening!

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Building Non-Linear Narratives in Horizon Zero Dawn

  • 1. Building Non-linear Narratives in HORIZON: ZERO DAWN Leszek Szczepański Gameplay Programmer - Guerrilla Games @yezu Game Narrative Summit - GDC 2017
  • 2. Quests - between rules and the narrative Quests are a way to combine narrative focused and rules focused methods of creating, analysing and understanding games. Quests are about action that is meaningful to a player on the level of ideas, personal ambitions, benefit to society, spiritual authenticity. 1 The meaning of quests emerges from strategic actions, but these actions have thematic, narrative and personal implications. 2 1,2 J. Howard - Quests (2008)
  • 3. Structure of a quest (in an RPG) • Composed of multiple discrete phases or steps. • Has an obvious start, middle and end. • Each step is a piece of narrative. • Often a step is connected with a Quest Log entry and one or multiple objectives visible to the player. • Usually the player is given a reward after reaching specific steps.
  • 4. Quest Systems In an RPG a quest system is needed to track and manage player’s progress through quests and by turn the game’s story. The shape of the system has a significant impact on how the quests are designed and kinds of stories that can be told.
  • 5. Quest Systems When looking at other games we saw multiple different approaches and implementations. However after a while a certain pattern became visible. All quest systems could be placed on a scale describing how flexible they are and how strictly they define what a quest is. With Relaxed and Strict systems on opposing poles of the scale.
  • 6. Relaxed Quest System • No centralized system managing quest progression. • No defined concept of a quest. • All logic fully managed by scripts. Such systems allow for virtually any kind of narrative to be expressed through a quest. However at the cost of high complexity of implementation of individual quests. Good examples: Might & Magic, Wizardry and a lot of other RPGs created before mid 90s as well as many RPG Maker games.
  • 7. Strict Quest System • Uses a single, centralized system for all quests. • Each quest has a defined, rigid structure. • Quests are built from predefined elements, removing the need for scripting. Such system severely limit what kind quests can be created. However these limitations make implementation quicker as well improve communications between teams. Good examples: Titan Quest, Sacred and other hack’n’slash games.
  • 8. Quest Systems Nowadays it is quite rare for a game to use a system that lies on any of the extremes of the scale. As the demand for interesting stories as well the amount of content has grown over the years, a lot of studios try to explore a middle ground, to find the perfect balance between story complexity, freedom of expression, scalability and development time.
  • 9. Quest Systems Relaxed Strict RPG Maker Titan Quest Skyrim Neverwinter Nights The Witcher 2 Might and Magic VI Sacred Vampire the Masquerade: Redemption Gothic Two Worlds
  • 10. Binding rules with the narrative Usually there are two approaches available to merge rules with the story, in order to create a quest: • Write a story and by injecting mechanics, add gameplay to it. • Create a set of challenges and wrap a story around them. These have been perfected over the years and tend to work well. However, because we are translating narrative into logic or vice versa, sometimes cracks and inconsistencies can show.
  • 11. Requirements for our quest system • Common types of quests must be quick and easy to create. • Complex quests must not be complex to create and manage. • Focused on non-linearity. • Provide a base common language for both rules and the narrative.
  • 12. Quest Systems Relaxed Strict RPG Maker Titan Quest Skyrim Neverwinter Nights The Witcher 2 Might and Magic VI Sacred Vampire the Masquerade: Redemption Gothic Two Worlds Horizon: Zero Dawn
  • 13. Our approach A lot of games, even ones with non-linear narratives, construct quests as sequences of steps. However we wanted to present the player with a probability space instead of a script to follow.
  • 14. Our approach A probability space can be well represented as a graph. Graph theory provides many useful tools for managing graph structures, but does require technical knowledge which users of the system might not have. Instead we drew inspiration from the world of story writing and decided to model our system on a technique called Wall of Sticky Notes.
  • 15. Wall of Sticky Notes A sticky note represents a plot point or an event in the story. Lines between notes represent cause and effect between the events.
  • 16. Our approach • A quest is represented as a graph of steps. • Each step is a scene or an event in the plot. • Only the start steps are available to the player initially. • Completing a step (experiencing the scene) opens or closes parts of the graph to the player. • Quest ends once an end step is reached.
  • 17. Quest Graph Start Step A Step C End Step B Player talks to the Villager Player reports back to the Villager Player eliminates insect infestation Player talks with the Swarm Queen Player slays the Swarm Queen
  • 18. Quest Graph The writer would imagine this web of possible events, where each event unlocks other possible events, in consequence creating the probability space - the quest graph. The designer would have the same graph in their head, however the nodes would have a more rule focused context. Because the initial step is the same, less translation between the rules and the narrative is needed.
  • 19. Quest Progression Each step is connected to a verb which defines the action the player needs to perform in order to progress and if necessary the target of the action. There is a finite amount of verbs that are supported, for example: obtain, kill, converse etc.
  • 20. Quest Progression - example Scene: The player after searching through rubble finally finds and picks up the Amulet of Yendor. Quest Step: Obtain Amulet of Yendor Appropriate verb chosen from the list. Appropriate game object for the action.
  • 21. Quest Progression - example Scene: In the arena the player defeats all six opponents. Quest step: Kill Gladiator Appropriate verb chosen from the list. Appropriate game object and value for the action.6
  • 22. Summary Quests in Horizon: Zero Dawn are built as a graph of steps (possible plot points) which are linked together by cause and effect and defined by actions needed to be performed by the player.
  • 23. Successes The graph structure assured that non-linear quests could be created naturally without any tricks or workarounds. Having a limited set of verbs, defining actions required to progress the quest, made it simple to create common types of quests, without hindering the creation of sophisticated ones.
  • 24. Player jobs We noticed that certain simple patterns, which use specific verbs, recur frequently. Strictness of our system allowed us to automate creation of quests based on such patterns. We enabled the player to create simple fetch quests for themselves, in which they can gather items for crafting or for trade.
  • 25. Time travel problem In a story once an event happens it cannot “unhappen”. Changes to the world are permanent. However during gameplay, in order to clearly communicate the state of the quest, sometimes, based on player actions, we must allow for events to be erased from time and the quest story reverted. Because the system was deeply rooted in a story writing metaphor, that was not supported.
  • 26. Closing notes The system served its purpose quite well: • We created almost 150 quests of various complexity. • We managed to extend it to support simple player generated fetch quests. However it still needs improving: • Time travel problem. • The list of verbs we had didn’t sufficiently match our needs.
  • 27. Thank you for listening!