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| Suggestions for Future OOTP Versions Post suggestions for the next version of Out of the Park Baseball here! |
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Major Leagues
Join Date: Nov 2003
Location: Milwaukee, WI
Posts: 396
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Relationships & Traits
At its heart, OOTP is a narrative machine. It allows us to simulate baseball games in increasingly complex ways. We can revisit the past in historical leagues, exploring fantastic "what-if" scenarios. It allows us to imagine a world in which the injury-prone superstar never loses a step or one where Willie Mays plays alongside Mike Trout. We can even create our own worlds filled with imagined players, cities, rivalries, and more.
Over time, OOTP has gotten better at helping our imaginations to craft stories. We can see the players dive for balls. We know exactly where the bloop hit to win the World Series lands. We can read generated game summaries that leverage WPA to describe pivotal moments. Our brains are narrative machines, and they love this sort of stuff! We love stories in real life, too. Take a few real-life examples:
We do this on our own in OOTP, imagining rivalries, feuds, and relationships. But what if that was codified in OOTP itself? I'm suggesting the addition of two data fields for players and teams that will allow for OOTP - and its players - to build more convincing narratives. Those fields are Relationships and Traits. Relationships --- These can apply to players or teams and signify a relationship between two entities. They would be displayed on the player and team profiles. Player examples:
Team examples:
These relationships are hooks that can be used for storylines, game summaries, and tendencies. For example, game summaries would be very different if you knew two teams were bitter rivals. Storylines could be written about a player signing with the team his father spent most of his career with. We get joy in real-life seeing Mike Yazstremski homer at Fenway because we know the significance; If OOTP knows who his grandfather is, it too can generate content about these kinds of events. It can also influence actions; perhaps a player is more likely to sign with a team if it's run by his former manager or he can be teammates with a good friend. Traits --- These are similar to relationships, but are unary and change depending on performance and other actions. They're sort of like "tags" that are programatically applied to players and teams over time. Player examples:
Team examples:
Similar to relationships, these are hooks for storylines, news articles, and play-by-play text. Further more, it enables us to look at a player's history and learn even more about them. After Brett Phillips post-season walk-off, one of the broadcasters said something to the effect of, "This will be in the first paragraph of his front-page obituary". Morbid? Sure! But the point there is that it was a really big, historic moment. While we can imagine those events or edit our own news articles, building a framework to capture them in the game allows stories to grow organically. I think both of these fields could add immeasurable intricacy to the game and the stories it tells. Anyway, thanks for coming to my TED talk. |
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