{"id":983,"date":"2013-06-21T18:06:36","date_gmt":"2013-06-21T18:06:36","guid":{"rendered":"http:\/\/memetechnology.org\/?p=2788"},"modified":"2013-06-21T18:06:36","modified_gmt":"2013-06-21T18:06:36","slug":"skyrim-and-the-radiant-engine","status":"publish","type":"post","link":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/06\/21\/skyrim-and-the-radiant-engine\/","title":{"rendered":"Skyrim and the Radiant Engine"},"content":{"rendered":"<p>I&#8217;m finally getting my head around Skyrim.<\/p>\n<p>The game (much recommended after I completed Red Dead Redemption) was less engaging than I&#8217;d hoped. I wondered if this was because of the graphics (pretty, but not as smooth as RDR), or the fantasy setting, but actually I think its because in the early stages, I was out of my comfort zone in terms of thumb twiddling skill. I was never the most dextrous videogamer, but RDR had a pretty perfect flow curve. (<em>Flow<\/em> here used in the Csikszentmihalyi sense, which is the say exactly the right level of challenge to put the gamer in an almost transcendental state).<\/p>\n<p>With Skyrim, I wasn&#8217;t in flow. And that simply resulted in me not enjoying it, and thus not playing it for very long, as well as being reluctant to even start playing it again. Working against flow for me was the first person point of view. I&#8217;d been told that players could switch between first person and &#8220;over the shoulder&#8221; POVs, but sadly not in the introductory sequence.<\/p>\n<p>There&#8217;s a reason for this, as it turns out: after a journey on a cart, talking to the other bound prisoners that share your situation, and so hearing a little of the context of game, you are eventually asked who you are. Suddenly the camera angle reverses, and you get to <em>decide<\/em> exactly who you are. Choosing your fantasy race (human, orcish, lizardman, catperson &#8211; the &#8220;usual&#8221;), sex, build and facial features. Were my daughter old enough to play this game, she&#8217;d be playing at this stage for hours. I didn&#8217;t spend quite so long, but even so I&#8217;ve ended up with a snow-leopardy fellow, which, given the fine controls one has over length and position of nose and ears, size, colouring and position of eyes etc, I like to think must be almost unique out there among the millions (?) of Skyrim players. And this is a point in Skyrim&#8217;s favour. It hardly matters how scripted the story is from here, its my story, unique to me because its about my particular cat-person. These and subsequent choices about how I develop the character will define how I play the game &#8211; cat-people are (apparently) better at sneaking about than full frontal attacks &#8211; so the resulting story will be different to the one played by someone who chooses to play (say) a barbarian. And this is why the graphics aren&#8217;t quite as smooth as in RDR. In that game, the graphics engine only has to portray John Marston. Yes, he can wear various outfits, but the games only has to cope with a limited number of graphic choices, not the near infinite possible combinations that Skyrim gives you.<\/p>\n<p>Even so, once my cat-fellow was designed, I hit the non-flow wall again. Still in first person POV, I ran around with my hands tied, like a headless chicken while a Dragon attacked. Against all logic and common sense, I didn&#8217;t die, and the attack afforded me and somebody else the chance to escape the clutches of the Imperials, who must now forever be the &#8220;bad-guys.&#8221; Here was a piece of heavily scripted story, during which my actions (no matter how inept of otherwise) had no impact on the conclusion. Did I feel emotionally involved? I did not.<\/p>\n<p>So when the other guy said we should split up and I headed on my own into the world to get killed again and again by wolves, or falling off mountains, I wondered why I was wasting my time, and Skyrim sat unplayed for a couple of weeks.<\/p>\n<p>Eventually, my conscience (and a boring night of television) persuaded me to try again. This time, when the other escapee said &#8220;lets split up&#8221; I stayed with him, and he introduced me into the storyline proper. About 16 hours of play later, and I&#8217;m Thrane of Whiterun, Dragonborn, and a member of the Companions&#8217; mercenary band.<\/p>\n<p>What have I learned? Well, though there is a main storyline (which I think I&#8217;m following), about the rise of the Dragons and the return of the Dragonborn, there are far more &#8220;sidequests&#8221; available than in RDR. It seems possible to ignore the main story completely for a time, and build your profession and experience with any number of allies and mentors. And I wonder if I&#8217;d have still more choices open to me if I had chosen to play a different sort of character. Indeed, the number of sidequests threatens to overwhelm the main story. I&#8217;ve already been confused by having more than one quest running at the same time, and so following the GPS style marker for the &#8220;wrong&#8221; quest.<\/p>\n<p>It might have been worse though.\u00a0Some of these stories are apparently generated using the Radiant Story engine. There&#8217;s an interesting article about that <a title=\"Game Informer magazine\" href=\"http:\/\/www.gameinformer.com\/games\/the_elder_scrolls_v_skyrim\/b\/xbox360\/archive\/2011\/01\/17\/the-technology-behind-elder-scrolls-v-skyrim.aspx\">here<\/a>, which says &#8220;the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you&#8217;re at, what you&#8217;ve done in the past, and what you&#8217;re currently doing.&#8221; The article also highlights the risk of side quests, especially randomly generated ones, overwhelming the main story, and explains that (at the time the article was published, while the game was still in development) the producers of the game were engaged in reducing the risk of Radiant stories overwhelming the scripted one.<\/p>\n<p>The Radiant Story engine is available for PC using Skyrim fans to play with, as part of the developer&#8217;s Creation Kit. There&#8217;s a wiki available for users of the creation kit that explains a little bit about how it works. The key component is \u00a0the <em>Radiant\u00a0Story Manager<\/em>\u00a0which &#8220;holds the hierarchy of conditionalized quests to start in response to\u00a0Story Manager Events.\u00a0<em>Quest Aliases<\/em>\u00a0are the &#8220;objects&#8221; (non-player characters, props, locations) which the quest requires. What&#8217;s special about the radiant engine, is that these don&#8217;t need to be defined as the game is written. They\u00a0<em>can<\/em> be defined then of course, but they don&#8217;t have to be, they can also be chosen during gameplay from a predefined list, or even selected by the game on the fly. So if the quest starts with a patron of some sort, asking the character to do something, that role could be filled by a character especially created for the task, or whoever is the most appropriate member of the local population, where ever the player-character happens to be.\u00a0<em>Packages<\/em>\u00a0are behaviors, actions that an alias (for example, a non-player character) will demonstrate. Most townsfolk will have a &#8220;package stack&#8221; that involves them doing their job (whatever it is), eating, sleeping etc at appropriate times of day. But if a character is called to take on the role of a patron for a quest they will be given the required packages by the story engine so that they behave in the right way (for example, crying about a missing relative).<\/p>\n<p>What all this means, is that the stories seem to be more flexible than in RDR. In that game, if you killed a bad guy before he gave you a quest, you&#8217;d fail that quest (which was pretty frustrating, given that in some cases, the objective was to come back and kill the bad guy who&#8217;d sent you on the quest). It seems the Radiant Story engine, could simply assign to the roles of patron and\/or bad guy to other characters on the fly.<\/p>\n<p>The Creation Kit seems to be a pretty well supported toolset for modifying Skyrim. I know somebody that is planning a game that involves interpreting a lot of Roman archeology, and I wonder if she&#8217;s planning on using this software to make it. And talking of archeology, the same person also alerted me to the <a title=\"Blog\" href=\"http:\/\/archaeogaming.wordpress.com\/\">Archaeogaming <\/a>blog, which explores the archaeology both <em>of<\/em> and <em>within<\/em> computer games.<\/p>\n<br \/>  <a rel=\"nofollow\" href=\"http:\/\/feeds.wordpress.com\/1.0\/gocomments\/memetechnology.wordpress.com\/2788\/\"><img alt=\"\" border=\"0\" src=\"http:\/\/feeds.wordpress.com\/1.0\/comments\/memetechnology.wordpress.com\/2788\/\" \/><\/a> <img alt=\"\" border=\"0\" src=\"http:\/\/stats.wordpress.com\/b.gif?host=memetechnology.org&#038;blog=43249545&amp;%23038;post=2788&amp;%23038;subd=memetechnology&amp;%23038;ref=&amp;%23038;feed=1\" width=\"1\" height=\"1\" \/>","protected":false},"excerpt":{"rendered":"<p>I&rsquo;m finally getting my head around Skyrim. The game (much recommended after I completed Red Dead Redemption) was less engaging than I&rsquo;d hoped. I wondered if this was because of the graphics (pretty, but not as smooth as RDR), or &hellip; <a href=\"http:\/\/memetechnology.org\/2013\/06\/21\/skyrim-and-the-radiant-engine\/\">Continue reading <span>&rarr;<\/span><\/a><img loading=\"lazy\" decoding=\"async\" alt=\"\" border=\"0\" src=\"http:\/\/stats.wordpress.com\/b.gif?host=memetechnology.org&amp;blog=43249545&amp;post=2788&amp;subd=memetechnology&amp;ref=&amp;feed=1\" width=\"1\" height=\"1\"><\/p>\n","protected":false},"author":337,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[690,755],"class_list":["post-983","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-red-dead-redemption","tag-skyrim","column","threecol"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Skyrim and the Radiant Engine - Archaeology Blogs<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/06\/21\/skyrim-and-the-radiant-engine\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Skyrim and the Radiant Engine - Archaeology Blogs\" \/>\n<meta property=\"og:description\" content=\"I&rsquo;m finally getting my head around Skyrim. The game (much recommended after I completed Red Dead Redemption) was less engaging than I&rsquo;d hoped. I wondered if this was because of the graphics (pretty, but not as smooth as RDR), or &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"http:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/06\/21\/skyrim-and-the-radiant-engine\/\" \/>\n<meta property=\"og:site_name\" content=\"Archaeology Blogs\" \/>\n<meta property=\"article:published_time\" content=\"2013-06-21T18:06:36+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/feeds.wordpress.com\/1.0\/comments\/memetechnology.wordpress.com\/2788\/\" \/>\n<meta name=\"author\" content=\"Matthew Tyler-Jones\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Matthew Tyler-Jones\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"7 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/#article\",\"isPartOf\":{\"@id\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/\"},\"author\":{\"name\":\"Matthew Tyler-Jones\",\"@id\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/#\\\/schema\\\/person\\\/a61d3a83f159c463727cd087c1ce643e\"},\"headline\":\"Skyrim and the Radiant Engine\",\"datePublished\":\"2013-06-21T18:06:36+00:00\",\"mainEntityOfPage\":{\"@id\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/\"},\"wordCount\":1351,\"image\":{\"@id\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/#primaryimage\"},\"thumbnailUrl\":\"http:\\\/\\\/feeds.wordpress.com\\\/1.0\\\/comments\\\/memetechnology.wordpress.com\\\/2788\\\/\",\"keywords\":[\"Red Dead Redemption\",\"Skyrim\"],\"inLanguage\":\"en-US\"},{\"@type\":\"WebPage\",\"@id\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/\",\"url\":\"http:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/2013\\\/06\\\/21\\\/skyrim-and-the-radiant-engine\\\/\",\"name\":\"Skyrim and the Radiant Engine - 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In my free time, I volunteered as a costumed interpreter at Kentwell Hall and, with re-enactment societies, at various medieval sites around the UK and France. When, one evening, a few of us said \u201cwe could make a business out of this\u201d I left my job at the bank to go to college, first to get an Art Foundation and then to Manchester Polytechnic to join an innovative course called Design for Communications Media. I specialised in Educational Media Design, with the intention of applying what I was learning to cultural heritage. During my vacations and upon graduation I worked for the nascent company my friends had started, Past Pleasures, creating immersive living history festivals at Lancaster and Tunbridge Wells, as well as projects including: an exhibition for the centenary of the Commonwealth Institute; a design for a metafictional Sherlock Holmes exhibition in Croydon; and, a game that combined real-time investment advice from 300 year-old characters at the Bank of England Museum with a digital simulation, tracking the players\u2019 investment portfolio from the founding of the bank to its tercentenary. In 1996 I helped found JMD&amp;Co, and for two years I also lectured on Heritage Tourism and Visitor Management and Interpretation modules for a Portsmouth University validated HND\\\/degree course at Farnborough Technical College. Subsequently, I enrolled in the new Distance Learning delivered Masters\u2019 degree in Museum Studies at Leicester University, where I became interested in the social use of space, particularly Bill Hillier\u2019s \u201cspace syntax,\u201d and the increasing futility of cultural heritage sites trying to tell doggedly linear stories in three-dimensional spaces. Although my dissertation explored models for mapping interpretation, and particularly learning styles, onto spaces, a satisfactory reconciliation of linear story and three-dimensional space eluded me. After graduation, I decided my time in the \u201csmall business\u201d end of cultural heritage was over for a while, and I left JMD&amp;Co to join a cultural institution, the National Trust, as a Regional Community, Learning and Volunteering Manager. I brought the first National Trust iPad into use at Batemans, where, combined with a wax cylinder record player, and the help of renowned folk singer, Jon Boden, we\u2019ve returned Rudyard Kipling\u2019s voice back into his old home. However, one of the innovations which I am most proud of is the National Trust\u2019s virtual tours. Working with a small company, and a range of disabled stakeholders, we created a touch-screen based human computer interface that could also, if required, be controlled with other input devices, and allowed visitors with a variety of disabilities to fully enjoy the virtual tour. The teams\u2019 achievement was recognised with a Jodi Award for Excellence in accessible digital media in 2008.\",\"sameAs\":[\"http:\\\/\\\/memetechnology.wordpress.com\\\/\"],\"url\":\"https:\\\/\\\/generic.wordpress.soton.ac.uk\\\/archaeology\\\/author\\\/matthew-tyler-jones\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Skyrim and the Radiant Engine - Archaeology Blogs","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"http:\/\/generic.wordpress.soton.ac.uk\/archaeology\/2013\/06\/21\/skyrim-and-the-radiant-engine\/","og_locale":"en_US","og_type":"article","og_title":"Skyrim and the Radiant Engine - Archaeology Blogs","og_description":"I&rsquo;m finally getting my head around Skyrim. The game (much recommended after I completed Red Dead Redemption) was less engaging than I&rsquo;d hoped. 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In my free time, I volunteered as a costumed interpreter at Kentwell Hall and, with re-enactment societies, at various medieval sites around the UK and France. When, one evening, a few of us said \u201cwe could make a business out of this\u201d I left my job at the bank to go to college, first to get an Art Foundation and then to Manchester Polytechnic to join an innovative course called Design for Communications Media. I specialised in Educational Media Design, with the intention of applying what I was learning to cultural heritage. During my vacations and upon graduation I worked for the nascent company my friends had started, Past Pleasures, creating immersive living history festivals at Lancaster and Tunbridge Wells, as well as projects including: an exhibition for the centenary of the Commonwealth Institute; a design for a metafictional Sherlock Holmes exhibition in Croydon; and, a game that combined real-time investment advice from 300 year-old characters at the Bank of England Museum with a digital simulation, tracking the players\u2019 investment portfolio from the founding of the bank to its tercentenary. In 1996 I helped found JMD&amp;Co, and for two years I also lectured on Heritage Tourism and Visitor Management and Interpretation modules for a Portsmouth University validated HND\/degree course at Farnborough Technical College. Subsequently, I enrolled in the new Distance Learning delivered Masters\u2019 degree in Museum Studies at Leicester University, where I became interested in the social use of space, particularly Bill Hillier\u2019s \u201cspace syntax,\u201d and the increasing futility of cultural heritage sites trying to tell doggedly linear stories in three-dimensional spaces. Although my dissertation explored models for mapping interpretation, and particularly learning styles, onto spaces, a satisfactory reconciliation of linear story and three-dimensional space eluded me. After graduation, I decided my time in the \u201csmall business\u201d end of cultural heritage was over for a while, and I left JMD&amp;Co to join a cultural institution, the National Trust, as a Regional Community, Learning and Volunteering Manager. I brought the first National Trust iPad into use at Batemans, where, combined with a wax cylinder record player, and the help of renowned folk singer, Jon Boden, we\u2019ve returned Rudyard Kipling\u2019s voice back into his old home. However, one of the innovations which I am most proud of is the National Trust\u2019s virtual tours. Working with a small company, and a range of disabled stakeholders, we created a touch-screen based human computer interface that could also, if required, be controlled with other input devices, and allowed visitors with a variety of disabilities to fully enjoy the virtual tour. The teams\u2019 achievement was recognised with a Jodi Award for Excellence in accessible digital media in 2008.","sameAs":["http:\/\/memetechnology.wordpress.com\/"],"url":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/author\/matthew-tyler-jones\/"}]}},"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts\/983","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/users\/337"}],"replies":[{"embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/comments?post=983"}],"version-history":[{"count":0,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/posts\/983\/revisions"}],"wp:attachment":[{"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/media?parent=983"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/categories?post=983"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/generic.wordpress.soton.ac.uk\/archaeology\/wp-json\/wp\/v2\/tags?post=983"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}