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1
Dramatic Gaming
Jarmo [email protected]
A few facts about myself…
Background in computer/systems scienceResearcher at SICS since 1997Part time at DSV/KTH 2004-2006Research interests
Humanistic ITPeople have spare time, emotions, religion, social needs,…
Entertainment applicationsGames and interactive drama
Swedish Institute of Computer Science - SICS
Independent non-profit research organisationEmploys ~ 90 researchers in 7 labs
Computer and Network ArchitecturesDistributed SystemsIndustrial Applications and MethodsIntelligent SystemsInteractive Collaborative Environments Interaction LaboratoryUserWare Lab
Recently nominated one of the top 15 IT-research institutions in the world
Outline
Overview of GamesOverview of Interactive DramaKaktus - The story of a dramatic game
Socio-Emotional gamingExpressive cinematographyPlot control mechanisms
2
Interactive Drama Research
Why?Explore the mediumNew domains bring new solutions to (old) problems
Is it important?We have lives outside the workplace…People have always played and told storiesGames and storytelling can be used for otherpurposes than entertainment too…
Gaming defined
Play is an occasion of pure waste: waste of time, energy, ingenuity, skill and often money. (Caillois, 1958)Play is essentially:
Free – you choose to playSeparate – limited in space and time from other activitiesUncertain – you don’t know what will happen beforehandUnproductive – does not create goods or wealthGoverned by rules – game rulesMake-believe – as opposed to real life
• Agôn – competion
• Alea – chance
• Mimicry – simulation/role play
• Ilinx – vertigo (e.g. roller coasters)
• Agôn – competion
• Alea – chance
• Mimicry – simulation/role play
• Ilinx – vertigo (e.g. roller coasters)
What do players want?
ChallengeCompeteSocial Emotional experienceFantasy/Story
(Rouse, 2001)
Computer Game Genres
Action gamesRacing gamesSports gamesStrategy gamesSimulation games
Platform gamesRole-playing/AdventuregamesPuzzle/Boardgames”Edutainment”
Source - Teldok 133
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Motivations for Gaming
Most games focus on actionClaim: Interactive Games are motivated bybasic survival motives
Hunting/fightingGathering/explorationConstruction/creativity
But what about other types of motives?
Our research
Explore ”games” that areEmotionalSocialNarrative
Interactive dramaIt has less focus on actionAttempts to merge interactivity with a narrative experienceEmotion is a vital ingredient
Outline
Overview of GamesOverview of Interactive DramaKaktus - The story of a dramatic game
Socio-Emotional gamingExpressive cinematographyPlot control mechanisms
What is a narrative?
A narrative is an account of events that has happenedto someone.Narratives order events temporally…
A happened first, then B and C.
…and causallyC happened because of A.
Focus on characters.Narratives are aboutimportant events. Plot refers to how events are retold (e.g. in reverse)
A CBthen then
because of
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Dramatic Narrative
ValuesLove/hate, life/death, rich/poor, …
EventsActsSequencesScenesBeats
CharactersMcKee, 1997
Dramatic arc
1 23
4
5
6
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1. Exposition2. Inciting incident3. Rising action4. Crisis5. Climax6. Falling action7. Denouement
Time
Com
plic
atio
n
The wedge
Possible Probable Necessary
Potential
Stories and Games
What are the differences?Games focus on interactivity, stories on
controlGames involve solving puzzles, scoring
points and winningWhat is the role of story in games?
Games often involve stories (in some way) don’t they?
5
Traditional stories vs. Interactive stories
The author controlsWhat happens when in the story worldWhat the reader finds out about it, and when
The reader controlsWhether to read on or stop (or skip)
Author shares controlPlayers actively participate in the creation of their own experience
Conflicting demandsPlayers want freedom to do and see whatever they find interesting (?)Authors want to tell their (a) story
Making it interactive
Aren’t all storiesinteractive?
ConstructivismExplicit vs implicit interactivity
Interactive PlotMake the links betweenevents virtualCreating new plots
Interactive StoryMake the events themselves virtualCreating new story events
A CBthen then
because of
A CBthen then
because of
The interactive wedge
Possible Probable Necessary
Potential
Structure of Interactive Narrative
“The narrative potential of the interactive text is a function of its system of links” (Ryan, 2001)Does this also apply to other media?
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The complete graph
Fully connected graphPlayer can navigate as she likesDifficult to create events that can be experienced in any orderHard to guarantee narrative coherence
The vector with branches
Main story is non-interactiveThe player can visit the side branchesPlayers can decide the level of detailPopular in children's (educational) games…and perhaps RPG’s?
Critical Voices
LudologyNarratives retell past events and thus cannot be interactive (narration collapses)Story and roles constrain interactivity
NarratologyInteractivity only allows simple/uninteresting stories to be formed
Drama management
Policy for “story piece” selection“Null” policy = explicitly coded links
Story library
Selection policy
previous sequence
Null policy
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Façade – Mateas & Stern
Story a la “Who’s afraid of Virginia wolf”Interaction through natural language dialog within story contextThe player plays a character in the storyFirst person viewTo be released (free) 2004?
IDTension
World of the story User Model
User
Theatre
Narrative Logic
Virtual Narrator
User ModelWorld of the story
Discourse / Story / Perception
IDTension storyAnna tells Joe he could try to buy Mr D., the witnessJoe acceptsBill tells Joe to kill Mr D. Joe refuses to do that.Joe tells Anna he could kill Mr D.Anna encourages him to do so!Joe tells Anna he wants to buy Mr D.Anna encourages him to do soBill incites Joe to kill Mr D.Joe meets Mr D.He proposes him some money for changing his testimony, but Mr D. wants a lot of money, and Joe is not rich enoughHe then decides to get moneyHe tells Anna about itJoe tells Sylvie he could kill Mr D.Sylvie dissuades him to do so!
Agneta & Frida
Characters weaving web browsing into a narrativeBased on MS Agent technology~ uses a “null policy” to structure the storyIt’s not really a game (?)Demo…
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(Some) Challenges
Combining interactivity and narrativelinearity vs. dynamicity
Believable characters (agents).Creating inner life.Expressing inner life.Reactivity.
Balance between autonomy and narrative progression.
How can we make sure that the story hapens if agents are autonomous?
Choosing the right medium
Outline
Overview of GamesOverview of Interactive DramaKaktus - The story of a dramatic game
Socio-Emotional gamingExpressive cinematographyPlot control mechanisms
Socio-Emotional Drama
The Kaktus scenario aims to:Provide an emotional experience.Provide a social experience.Provide a narrative experience.Support replayability – sucess criteria?Include proactive autonomouscharacters.
Drama
Game interface
You: Lovisa, a party is a great idea! Think of all the fun we will have!
Lovisa gives you a Lovisa gives you a bigbig smilesmile
Lovisa: But what about serving drinks?
Ebba, can’t your brother take care of that?
Ebba, do you want to borrow my new DKNY dress for the party?
Lovisa, maybe we can get some alcohol from your fathers medical practice?
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User study
Aim: To test impact of emotion model15 subjects (one using emotion model the other random) ‘Random’ group found characters to be strange
‘…sometimes they changed completely, first they were about to cry, the next instant their eyes were twinkling.’Some users believed they were doing something wrong!
The group using the emotional model experiencedno strange behaviourEmotional expressions need structure and timing!
Magicster - Kaktus
Screen Shot Outline
Overview of GamesOverview of Interactive DramaKaktus - The story of a dramatic game
Socio-Emotional gamingExpressive cinematographyPlot control mechanisms
10
Film structure
Film – a sequence of scenesScene – captures a specific situationShot – interval during which the camera is continuously rolling ~2-8 sec.Scenes are made up of one or more shots
Cinematography
Cinematography refers to howsomething is filmed in contrast to whatThree main factors
Photographic aspects -emulsion, filters,etcFraming – what is includedDuration – how long a shot is
Emotions through cinematography
By applying proper visual effects the emotional disposition of viewers can be changed
Happy scene: bright lighting, bright colorsSad: dark, low-key colorsTerror: quick zoom to a characters faceMental/Sick: fish-eye lens…
Partly learned behavior due to repeated exposure
Shot size
Extreme long-shot
12
Borders
Colors affect how we perceive things
Culturally dependant
Red/yellow is generally more positive than blue/green
Rounded shapes are more positive than jagged
Shot parameters
Start timeEnd timeShot typeCamera id3D Shot size (close-up,…,long-shot)2D Shot size (size on screen)2D positionPrimary character of the shotSecondary character(s) of the shot2D movement Border to use
Idioms
Working knowledge about how to sequence shots to capture situationsIdioms can be modeled as automatonsExample: a conversation between two people
Start
Apex(A,B)
Close up(B)
Close up(A)
Over the shoulder(A,B)
Establishing shot to introduce the situationClose-up or over the shoulder shots for showing the conversation
Cinematographer
Process of cinematographer
Event
SpeakerAddresseeRelations
Idioms
BuildSelect
Idiom
Scene,duration,
shotsDirect
Scene,shots
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Outline
Overview of GamesOverview of Interactive DramaKaktus - The story of a dramatic game
Socio-Emotional gamingExpressive cinematographyPlot control mechanisms
Anticipatory systems
Contains a predictive model of itself and the environmentThe behavior of the system depends on predictions about what will happen in addition to what already hasThe system is executed faster than “real-time”
Anticipatory Drama
The game is turnbasedControl variables
Friendship (= social relation) Elapsed time
The value of the control variables determine which agent gets the turnWhat about when no good choices exist?
Behaviors such as ”throw a temper tantrum” can be used to pull players in the right direction
Social Configurations – Heider(1946)
P O
X
+
+ +
P O
X
+
+ -
P O
X
-
+ -
P O
X
+
- -
P O
X
+
+ +
X is not good
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The anticipatory model
The anticipatory model can be described as a finite state automatonAutomatons that describe generic dramas are context free and hence reusable
S
q1 q2
q3
E
-1,20,2
-2,2+1,2
+1,1
0,2
And so the drama begins…
Thank you for listening!
For more information contact:
Jarmo [email protected]