Echo Bazaar Narrative Structures, part one

The Echo Bazaar team was in London last week for The Story, an informal gathering of folks interested in storytelling. As it turned out, several speakers decided simply to tell stories, which was a little worrying for us, since we arrived at the Conway Hall with a big old bag of narrative theory.

Anyway, since the event some people have asked us for the slides and an abstract of the talk, so I’ll attempt a précis. If phrases like “coalescent narrative structure” make you grind your teeth, or you’d rather not see beneath the bonnet, feel free to skip this post entirely. It’s going to be long and dry. In fact, it's so long I'm going to chop it into installments. There may be spoilers. There will definitely be flowcharts.

OK, here we go. Echo Bazaar is, essentially, a research project. We wanted to find new ways to tell casual but engaging stories in a browser format. Why? Partly to amass some data for Failbetter’s next big project, Prisoner’s Honey (of which more later) and partly because that kind of thing just interests us.

AK adds: "Research project makes us sound more organised than we are. Think of it more as one of those quixotic upstream expeditions in search of the source of the Nile, the kind that returns instead with malaria and a collection of interesting spiders. I would like you, in fact, to think of these slides as a collection of preserved spiders."

So, here we have spider number one. This is a slight exaggeration, but it’s fair to say that the majority of RPG browser games run on this simple hierarchical system: do a mission, succeed, do another mission, succeed, and so on. There’s little in the way of branching narratives for the player to follow, less still in the way of flavour. The pleasure is entirely in the grind rather than the story. Now let’s take a look at a typical Echo Bazaar playing session.

Clearly, this is a bit more complicated. The difficulty for us as writers and coders lies in keeping track of all this stuff while giving the player a coherent interactive story, one where they feel they are carving their own path. The trouble is, the more options that become available, the more tangled this web becomes. Imagine a Fighting Fantasy book where the player has ten options for each chunk of story – it would be the size of the Encyclopedia Britannica.

An aside: when we added the various fail state locations – prison, the tomb colonies, madness and so on, we made an interesting discovery: people really loved it when terrible things happened to them. We had players actively trying to get themselves thrown back into New Newgate, or exiled, or dead. They hurled themselves into situations that were clearly labelled as harmful without so much as a quicksave button. A few even climbed into Mr Sack’s sack at Christmas time, despite being told that it was a terrible idea).

So anyway, we were faced with this apparently intractable problem: how do we give the player an exciting narrative, with lots of different ways to play and choices to make, without making our heads explode? So here's what we did:

It might sound facetious, but this is a fundamental point. You can’t deal with a problem if you can’t describe it. Echo Bazaar, as I said earlier, is a research project for our next project, Prisoner’s Honey, which is going to have crowdsourcing narratives and a lot of shorter, widely branching stories. That's going to be much harder, especially for contributors who haven't tangled with this kind of thing.So our first job was to come up with a pattern language for Echo Bazaar’s narrative frameworks. Here are some of the terms we came up with.

and I'll get into what those mean in part two. Tune in next time folks!

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The Story newspaper

 

Hi folks. The EB team was at The Story last week, talking about the difficulties of squeezing complex narrative structures into a casual gaming framework. Big thanks to the estimable @matlock for the invitation. Quite a few EB players were there (80% of them, according to one tweet...) but for those who missed it, I've uploaded the four page pull-out version of the Unexpurgated London Gazette that we did for the newspaper-style programme. I'm quite nervy about this, because it's the first time we've shown off the full-size map of Fallen London that eventually became the travel interface. We're still hoping to get it onto the site somewhere. We'll do a blog post about the actual talk soonish, complete with sexy flowcharts. yeah, that's right. Uh huh. Flowcharts.

Here's the pullout!

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Once and Future Things

We're a bit vague about release dates for new content, because we're such a lean and frantic operation that it's often hard to know when we'll be done. Especially when we come over experimental. But we do have a big fat blurt in the pipeline, so I thought I'd post about it.

We went live with Mrs Plenty's Most Distracting Carnival. This is quite a departure from other areas: a smorgasbord of little fun snippets rather than the usual ladder to climb. As such it's an experiment. Props to @goatdance, who was creative lead on it and did most of the work, and to @emilystaubert, who is entirely to blame for Madame Shoshana. The early-access pass is also an experiment in revenue generation, so feedback on both the carnival and the pass are welcome. (We will possibly be dropping the price of the early access pass as we get closer to March - this depends on takeup, but we're as interested in data as in income on this really).

We have the first part of Book 2 nearly ready to go. This goes up to around 84, but again, we're experimenting with some different patterns for play on a couple of the paths, so the upper limit isn't as straightforward or obvious as it has been in some other cases... We'll probably run an early-access scheme on this too, but it should be open to the public well before the end of February.

If you've been following @huffam_esq, @mr_wines and so forth, you'll know that the Feast of the Exceptional Rose is just around the corner. This is Fallen London's take on Valentine's Day. I want to use it to road-test some enhancements to social actions that I've had bubbling away for a while. That should run, er, from Valentine's Day.

And the Ambitions are getting love. We need to go careful on these, because they tie so significantly into major background secrets and we try to make the prose a bump more sophisticated than the standard storylets, but you should soon be closer to satisfying your Heart's Desire and your need for revenge.

A more general point about upcoming content. We have arcs sketched out up until around 240 along each of the main tracks; we expect Ambitions to run up to about 150. All this is tentative and depends on player growth and enthusiasm. If we only manage a small hard-core of long-term players we'll end the arcs sooner; if we get a big long-term audience then we'll probably keep adding content until everyone's bored or dead. We do have some extreme ideas at the very top end that I think it's fair to say no-one has really ever done in a game, and I'm very, very keen for those to see the light of day.

One last point on that. You've probably noticed that the cost of increasing a Quality is the next level: 38 to go from 37 to 38, 39 to go up one more level, and so forth. The thought of a grind that required 100 or 200 change points to increase a stat has long made me a little ill. A couple of weeks ago we decided to take a stand on this, and capped the cost of increasing qualities at 50: that is, it will cost you 50 to go from 49 to 50, 50 to go from 50 to 51, 50 to go from 159 to 160, and so forth. I *hope* we will gain in player enthusiasm more than we lose in Fate sales at high levels - but more than that, the goal with Echo Bazaar was always to build a casual but compelling storytelling experience, not a straightforward grind game. We'll be looking at more ways to approach that ideal in the months to come.

 

-- Alexis

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