Interactive Storytelling in Games: Next Steps

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What is a story? What is interactivity? Why are the two so hard to put together? This talk takes a journey into some of the most interesting recent developments in interactive storytelling in games, and looks at my most recent thesis work on coherent emergent stories.

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Interactive Storytelling in Games: Next Steps

Gail Carmichael

www.gailcarmichael.com

What is a Story?

ACTORS perform actions

THE WORLD changes

EVENTS relate to each other

About people, not things STORIES:

conflict

Interactivity

Two or more agents

Understand each other

Respond properly

Game + Story: Why is it Hard?

STORIES: Linear

GAMES: Non-Linear

“Divergence from a story's path is likely to make for a less satisfying

story; restricting a player's freedom of action is likely to make

for a less satisfying game.”

Greg Costikyan

What should we do?

…puzzle➭story➭puzzle➭story…

https://www.youtube.com/watch?v=IMzmnwWK0dY

https://www.youtube.com/watch?v=POjkfLiyWd8

Creativity

> Technology

Playable Game Stories

Sullivan, Anne. The Grail Framework: Making stories playable on three levels in CRPGS. PhD Thesis, 2012.

Playable Story

Meaningful, Interesting Choices

Player

Quest

Game

World

Player

Quest

Game

World

Social Mechanics

http://www.youtube.com/watch?v=zc5QEcWGh1U

Player

Quest

Game

World

Goal-based Quests

Player

Quest

Game

World

Dynamically Arrange Plot

Points

Player

Quest

Game

World

Coherent Emergent Stories

Complete freedom? No freedom?

Somewhere in the middle.

1 2 3 4 5

6

1 2 3 4 5

6 Example:

Player chosen as hero to stop threat of a nearby

enemy

1 2 3 4 5

6

1 2 3 4 5

6

Example: Learn that nobody has dared face this enemy

before

Example: Hero previously acquired his

weapon and is too scared to use it

Available based on player action. Allow player to choose consumption.

Dynamically modified to fit story.

Satellite Scenes

Quantifiable story elements

Desire value of element

Quantifiable story elements

Relevance of element

Scene state: used to tag scene with info about how it functions in the

story

Rules to determine availability of scene

Collection of quantifiable story elements used to

calculate scores for scene nodes

Max of all scores for quantifiable story elements in a category (e.g. max

theme relevance), multiplied by desire value

Result:

A strong core story with additional flexible but relevant nodes that react to gameplay.

In other words, a coherent emergent story.

Want to know more?

Foundations of Digital Games (April 2014)

Gail Carmichael www.gailcarmichael.com

Books - Andrew Glassner’s Interactive Storytelling: Techniques for the 21st Century - Chris Crawford’s Chris Crawford on Interactive Storytelling - Josiah Lebowitz and Chris Klug’s Interactive Storytelling for Games - Mieke Bal’s Narratology: Introduction to the Theory of Narrative

Other

- Greg Costikyan’s Games, Storytelling, and Breaking the String -Pohjola M. 2004. “Autonomous Identities: Immersion as a Tool for Exploring, Empowering and Emancipating Identities” in Montola M. and Stenros J. (eds.). Beyond Role and Play: tools, toys and theory for harnessing the imagination. Ropecon ry, Helsinki, 81-96. -Anne M. Sullivan, THE GRAIL FRAMEWORK: MAKING STORIES PLAYABLE ON THREE LEVELS IN CRPGS. (PhD thesis)

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