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[Column] EverQuest Next: Saying Goodbye to Storybricks

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Victor shares his thoughts on the Storybricks shutdown, and wonders what it means for the tech of Storybricks itself

Read more of Victor Barreiro Jr.'s EverQuest Next: Saying Goodbye to Storybricks.

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Comments

  • NaeviusNaevius Member UncommonPosts: 334

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

  • TheRabidsmurfTheRabidsmurf Member UncommonPosts: 146
    From what i gathered story bricks gave you a unique path to end game. Different story
  • FoomerangFoomerang Member UncommonPosts: 5,628

    Without them, this game loses a big part of its identity. I wonder what EQN will eventually be.

  • Lord-KronkLord-Kronk Member UncommonPosts: 38

    The EQN team stated that they still have all the work they did with Storybricks. They  have the tech and systems still in place. When they teamed up with them, they payed for the use of that system, so they are still using it. All is not lost.

    From what this is saying, it sounds more like the people who created Storybricks didn't depart from SOE/Daybreak, but that they simply gave up on the project and moved onto something else.

  • koboldfodderkoboldfodder Member UncommonPosts: 447
    EQ Next will be cancelled.  Just a matter of time.
  • gervaise1gervaise1 Member EpicPosts: 6,919
    Originally posted by Lord-Kronk

    The EQN team stated that they still have all the work they did with Storybricks. They  have the tech and systems still in place. When they teamed up with them, they payed for the use of that system, so they are still using it. All is not lost.

    From what this is saying, it sounds more like the people who created Storybricks didn't depart from SOE/Daybreak, but that they simply gave up on the project and moved onto something else.

    (From experience) What you usually have in these situations is a partnership:

    • SoE will have said we want X - a party cake say;
    • there will have been an iterative discussion to work out the shape and size of the party cake;
    • Storybricks will have worked out what ingredients were needed from EQN; 
    • SoE will have worked on EQN to get it to produce the right ingredients;
    • Storybricks will have worked to ensure their software baked the ingredients properly and delivered a cake back to EQN;
    • SOE then works on EQN to get it to receive the cake and add the icing and decoration.

    SOE will still have the list of ingredients they have worked up and the icing part - they just don't have the oven anymore (from what has been said, they didn't say they still had the tech etc). Building an oven is the bit they have taken in-house.

     

     

  • Dreamo84Dreamo84 Member UncommonPosts: 3,713
    Originally posted by gervaise1
    Originally posted by Lord-Kronk

    The EQN team stated that they still have all the work they did with Storybricks. They  have the tech and systems still in place. When they teamed up with them, they payed for the use of that system, so they are still using it. All is not lost.

    From what this is saying, it sounds more like the people who created Storybricks didn't depart from SOE/Daybreak, but that they simply gave up on the project and moved onto something else.

    (From experience) What you usually have in these situations is a partnership:

    • SoE will have said we want X - a party cake say;
    • there will have been an iterative discussion to work out the shape and size of the party cake;
    • Storybricks will have worked out what ingredients were needed from EQN; 
    • SoE will have worked on EQN to get it to produce the right ingredients;
    • Storybricks will have worked to ensure their software baked the ingredients properly and delivered a cake back to EQN;
    • SOE then works on EQN to get it to receive the cake and add the icing and decoration.

    SOE will still have the list of ingredients they have worked up and the icing part - they just don't have the oven anymore (from what has been said, they didn't say they still had the tech etc). Building an oven is the bit they have taken in-house.

     

     

    I think it's more like Storybricks was helping them figure out certain steps in the recipe. My understanding is it was more like consulting work. Which would make sense, as the Storybricks "tech" might have been hard to just drop right into a game. But obviously Storybricks would have a lot of experience and expertize on certain hurdles to overcome developing this type of AI which could have been invaluable to SOE.

    Kinda like if you've been baking cakes for a long time and learned a lot of secrets and things I might not know just starting out. You'd save me a lot of time if I paid you to show me what you learned as I worked on baking my own cakes.

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  • BadSpockBadSpock Member UncommonPosts: 7,979
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    From what I understand, it's just really more complex AI for each NPC.

    So you'd assign an NPC traits, things like "they like dwarves a lot" or "they really hate dwarves" 

    Series of if/then, change how the NPC reacted to a dwarf

    They would also remember you, could change their responses to you over time, that kind of thing

    Apparently also would have their own motivations and goals, so they'd do stuff to advance their goals depending upon their traits etc. so in that sense the NPCs would grow/change along with the player/game, one big feedback loop.

    How exactly? Dunno.

    It's code - all code = input -> output.

    Sounds to me like a LOT of extra database calls for each and every NPC, in a genre where pretty much the entire thing is a series of database calls. 

  • LheiahLheiah Member UncommonPosts: 190

    It is disheartening that no one in the industry saw this as worthy of buying. They are all about increasing fidelity to make the next buck. Don't get me wrong, I love my eye candy too. But, the npc's of today are the same npc's of the 90's. Back then it was great since it was a huge leap from table top gaming, but now it's old hat. The AI needs to be improved to take the next leap in game innovation. I don't think SB was the messiah of AI, but it was definitely taking the right path to making games compelling again.

     

    So, on a side note, they wanted to take Smed out of the picture. Smed went to the good ol' boys network and said basically "You frak with the bull, you get the horns". I have to laugh at their attempted aggressive take over. Guess they will think twice before trying to pull that stunt again when it wound up costing them their own company.

  • kaifus1kaifus1 Member Posts: 1

    The technology isn't that complicated.  SOE probably figured out how to do it without the help of Storybricks and saved themselves a ton of money.

     

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    Normally every action an NPC takes is scripted. SB let you set more a set of rules with how an NPC interacted with the world. It is a different way to do AI and ends up with the same situations (Player interaction, NPC interaction, Environment) you can have different outcomes without telling the NPCs every step they need to do. This can give a much more dynamic feel. Server to server each can have a totally different story. Its a big part of the sandbox world EQN was shooting for. Does it work? So far awesome in simulations. Real world? We will find out soon as it will be rolled out in Landmark soon, the foundation of the work SB did with EQN devs in house. 

  • Daffid011Daffid011 Member UncommonPosts: 7,945
    Originally posted by Lheiah

    It is disheartening that no one in the industry saw this as worthy of buying.

    I was thinking the same thing. 

    Storybricks sounds amazing and perhaps that is coloring my perception of what it really is. 

    Perhaps Storybricks just never made it to the point of a functional product that any company found worth a purchase price? 

    Even SOE passed on purchasing the company or even hire any of the developers who know the system best.  

     

    Very odd.

     

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by kaifus1
    The technology isn't that complicated.  SOE probably figured out how to do it without the help of Storybricks and saved themselves a ton of money. 
    Sounds legit
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Originally posted by Daffid011
    Originally posted by Lheiah

    It is disheartening that no one in the industry saw this as worthy of buying.

    I was thinking the same thing. 

    Storybricks sounds amazing and perhaps that is coloring my perception of what it really is. 

    Perhaps Storybricks just never made it to the point of a functional product that any company found worth a purchase price? 

    Even SOE passed on purchasing the company or even hire any of the developers who know the system best.  

     

    Very odd.

     

    From what I have snooped on the web they had offers but none they liked. Also the rumor is their lead programmer and brain behind a lot of this had left them just before DGC let them go. I think that may be a large part of what DGC dropped their contract as well. The person that was most important to them had left and why they didnt get any offers they liked. 

     
  • MendelMendel Member LegendaryPosts: 5,609
    Originally posted by Nanfoodle
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    Normally every action an NPC takes is scripted. SB let you set more a set of rules with how an NPC interacted with the world. It is a different way to do AI and ends up with the same situations (Player interaction, NPC interaction, Environment) you can have different outcomes without telling the NPCs every step they need to do. This can give a much more dynamic feel. Server to server each can have a totally different story. Its a big part of the sandbox world EQN was shooting for. Does it work? So far awesome in simulations. Real world? We will find out soon as it will be rolled out in Landmark soon, the foundation of the work SB did with EQN devs in house. 

    Sorry, Nan, I think your guess is quite a ways off, particularly concerning the different outcomes.  You absolutely need to tell an NPC exactly what step to do.   My guess is that the SB AI would make a blind determination of a number of set outcomes using logic similar to that found in The Sims.  I would expect that a simplistic example might be:

    • A gnoll gets killed, all gnolls get a tick on their 'Get Revenge' result (and maybe more).
    • When the 'Get Revenge' bucket is filled, the gnolls would execute some script to 'Extract Revenge'.
      • Gnolls looking for something to do, they would 'Find Target'
      • Then 'Goto Target'
      • Then 'Find Opponent'
      • Then 'Fight Opponent'
      • If Actions by the gnolls results in success, the 'Stop Revenge' bucket gets a tick.
    • When the 'Stop Revenge' bucket is filled, the gnolls go to a default behavior.
    Ultimately, someone has to code the actions that the AI chooses.  The SB code never would determine that our gnolls would attack Halas directly or an individual.  SB code would never know which way Halas was, nor how to animate a gnoll.  That all has to be handled in code.  The Find Target and Find Opponent routines could also use SB code to pick the target from a series of alternates -- people, location, or buildings.  Work done on construction of a wall could 'weight' the target towards a specific location and opponent.  If the 'opponent' is a house, the 'Fight Opponent' operation might involve setting fire to a house, where an 'opponent' is guard, might involve combat with an NPC guard, and an 'opponent' of PC would initiate combat with a PC.
     
    Properly nested, a quite simple system like this can produce a vast array of not-easily-predictable 'behaviors' depending on how many unique results have been entered.
     
    SB may have been wonderful, but it wasn't going to spit out a result of 'Attend University', and certainly wouldn't have any way to solve the problems of FreshmanGnoll_001 of matriculating into the Halas Unversity, much less have him deliver the commencement address.   Somebody has to implement that possibility in code.

    Logic, my dear, merely enables one to be wrong with great authority.

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Originally posted by Mendel
    Originally posted by Nanfoodle
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    Normally every action an NPC takes is scripted. SB let you set more a set of rules with how an NPC interacted with the world. It is a different way to do AI and ends up with the same situations (Player interaction, NPC interaction, Environment) you can have different outcomes without telling the NPCs every step they need to do. This can give a much more dynamic feel. Server to server each can have a totally different story. Its a big part of the sandbox world EQN was shooting for. Does it work? So far awesome in simulations. Real world? We will find out soon as it will be rolled out in Landmark soon, the foundation of the work SB did with EQN devs in house. 

    Sorry, Nan, I think your guess is quite a ways off, particularly concerning the different outcomes.  You absolutely need to tell an NPC exactly what step to do.   My guess is that the SB AI would make a blind determination of a number of set outcomes using logic similar to that found in The Sims.  I would expect that a simplistic example might be:

    • A gnoll gets killed, all gnolls get a tick on their 'Get Revenge' result (and maybe more).
    • When the 'Get Revenge' bucket is filled, the gnolls would execute some script to 'Extract Revenge'.
      • Gnolls looking for something to do, they would 'Find Target'
      • Then 'Goto Target'
      • Then 'Find Opponent'
      • Then 'Fight Opponent'
      • If Actions by the gnolls results in success, the 'Stop Revenge' bucket gets a tick.
    • When the 'Stop Revenge' bucket is filled, the gnolls go to a default behavior.
    Ultimately, someone has to code the actions that the AI chooses.  The SB code never would determine that our gnolls would attack Halas directly or an individual.  SB code would never know which way Halas was, nor how to animate a gnoll.  That all has to be handled in code.  The Find Target and Find Opponent routines could also use SB code to pick the target from a series of alternates -- people, location, or buildings.  Work done on construction of a wall could 'weight' the target towards a specific location and opponent.  If the 'opponent' is a house, the 'Fight Opponent' operation might involve setting fire to a house, where an 'opponent' is guard, might involve combat with an NPC guard, and an 'opponent' of PC would initiate combat with a PC.
     
    Properly nested, a quite simple system like this can produce a vast array of not-easily-predictable 'behaviors' depending on how many unique results have been entered.
     
    SB may have been wonderful, but it wasn't going to spit out a result of 'Attend University', and certainly wouldn't have any way to solve the problems of FreshmanGnoll_001 of matriculating into the Halas Unversity, much less have him deliver the commencement address.   Somebody has to implement that possibility in code.
     

    Your wrong... what I wrote is from the devs mouth not mine. Thats how it was to work. But up till now we have only seen it in simulations. Its a new way of coding AI. 

  • gervaise1gervaise1 Member EpicPosts: 6,919
    Originally posted by Nanfoodle
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    Normally every action an NPC takes is scripted. SB let you set more a set of rules with how an NPC interacted with the world. It is a different way to do AI and ends up with the same situations (Player interaction, NPC interaction, Environment) you can have different outcomes without telling the NPCs every step they need to do. This can give a much more dynamic feel. Server to server each can have a totally different story. Its a big part of the sandbox world EQN was shooting for. Does it work? So far awesome in simulations. Real world? We will find out soon as it will be rolled out in Landmark soon, the foundation of the work SB did with EQN devs in house. 

    I think that is a good description - I know what Mendel is saying (talking about the how) but you are talking more about the what imo.  That is why I used the simple analogy of ingredients - lots of variables - being baked together to create a cake. A party goes into a clearing, maybe their are mobs in the surrounding bushed, they decide to come out depending on how big the party size is, the weather, the time of day, whether anyone has a shiny shield!, whatever ...

    Stuff goes into "a software engine", code does stuff, an answer comes out.

    As for it being "easy to do" - in theory just a huge look up table would do .. which has a history stretching back to D&D and table top stuff before that. If it were that simple however .... however it was done then why did SoE work with Storybricks and why isn't this sort of thing in every game? (I suspect its processing power related - some games have very sophisticated AI after all, it does exist.)

    As to why it hasn't been bought by another company. My guess:

    • too expensive for small companies
    • big companies are aiming to employ the fewest possible number of tools to minimise training, software support costs etc. Examples: UbiSoft and Anvil; EA and Frostbite. Assuming Storybricks "filled a void" I suspect the companies concerned would want total control / ownership - which Storybricks may not have been to give up. (Basically big companies wouldn't want to have to mod their internal engine everytime Storybricks changed, nor would they want the risk of Storybricks being bought / flooded etc.
     
     
     
  • azzamasinazzamasin Member UncommonPosts: 3,105
    Originally posted by koboldfodder
    EQ Next will be cancelled.  Just a matter of time.

    Yup

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

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  • superconductingsuperconducting Member UncommonPosts: 871
    Originally posted by koboldfodder
    EQ Next will be cancelled.  Just a matter of time.

    I don't know what to believe anymore.

    When I try to look at the situation from an outside perspective, I don't see encouraging signs, all I see are red flags:

    Multiple reboots. Squandered resources. Lack of consistent direction -- They really have it all.

    To me this has the looks of a project that is begging to be called off. Do they expect me to ignore that when they tell me to trust them, tell me that everything will be OK?

     

    image
  • observerobserver Member RarePosts: 3,685
    That was one of the major features people looked forward to in EQN.  This can only hurt the game, and doesn't bode well for it's future, unless they have a total revamp of the entire game, or just end up canceling it.
  • craftseekercraftseeker Member RarePosts: 1,740
    Originally posted by Nanfoodle
    Originally posted by Naevius

    Does anyone know anything about how Storybricks  worked (in detail)?

    If they had something actually useful, it is hard to believe they couldn't find a buyer.

    Normally every action an NPC takes is scripted. SB let you set more a set of rules with how an NPC interacted with the world. It is a different way to do AI and ends up with the same situations (Player interaction, NPC interaction, Environment) you can have different outcomes without telling the NPCs every step they need to do. This can give a much more dynamic feel. Server to server each can have a totally different story. Its a big part of the sandbox world EQN was shooting for. Does it work? So far awesome in simulations. Real world? We will find out soon as it will be rolled out in Landmark soon, the foundation of the work SB did with EQN devs in house. 

    NPC this NPC that.

    You keep saying stuff like this about Storybricks and EQ Not!.

    Look I know if you went and looked at the Storybricks site there was a lot of that there, but I remember Dave Georgeson et al saying several times that they were not using Storybricks for NPCs they were using it for MOBs only.  Do you actually have anything that actually supports the idea the Storybricks was ever going to be used for NPCs in EQ Not!

    Or is the just another of your fantasies?

     

     

  • ace80kace80k Member UncommonPosts: 151
    Originally posted by Lord-Kronk

    The EQN team stated that they still have all the work they did with Storybricks. They  have the tech and systems still in place. When they teamed up with them, they payed for the use of that system, so they are still using it. All is not lost.

    From what this is saying, it sounds more like the people who created Storybricks didn't depart from SOE/Daybreak, but that they simply gave up on the project and moved onto something else.

    This is exactly what I've heard as well. Daybreak has free reign to continue and implement everything they developed for EQ Next thus far. I'd guess Daybreak has learned quite a bit from Storybricks already. If they were smart, they might consider hiring people from Storybricks. I heard the development team is very small. Doubt it would be an overly expensive proposition. Then again, maybe they're not needed. Maybe Daybreak has access to everything they need already.

  • Adjuvant1Adjuvant1 Member RarePosts: 2,100
    Originally posted by craftseeker

    Look I know if you went and looked at the Storybricks site there was a lot of that there, but I remember Dave Georgeson et al saying several times that they were not using Storybricks for NPCs they were using it for MOBs only.  

    NPCs, I'm presuming you're understanding the term, as opposed to "creeps"? NPCs are mobs.

    edit: Any mobile/interactable part of the ai, i.e. not scenery or database "loot" are mobs. Quest givers are mobs. A dancing sword can be a mob if you interact with it. Generally, when you say "npc", its to distinguish a "friendly mob", but it's still a mob.

  • bingbongbrosbingbongbros Member UncommonPosts: 689
    Well that was really depressing to read...

    Playing: Smite, Marvel Heroes
    Played: Nexus:Kingdom of the Winds, Everquest, DAoC, Everquest 2, WoW, Matrix Online, Vangaurd, SWG, DDO, EVE, Fallen Earth, LoTRo, CoX, Champions Online, WAR, Darkfall, Mortal Online, Guild Wars, Rift, Tera, Aion, AoC, Gods and Heroes, DCUO, FF14, TSW, SWTOR, GW2, Wildstar, ESO, ArcheAge
    Waiting On: Nothing. Mmorpg's are dead.

  • IosevusIosevus Member UncommonPosts: 17

    EQN & Storybricks Video on how they planed to go about using their AI. Probably the most in-depth you'll get until/if we see it.

    https://www.youtube.com/watch?v=3gJgZDZdnHc

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