Interactive Storytelling in Games: Next Steps

69
Interactive Storytelling in Games: Next Steps Gail Carmichael www.gailcarmichael.com

description

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.

Transcript of Interactive Storytelling in Games: Next Steps

Page 1: Interactive Storytelling in Games: Next Steps

Interactive Storytelling in Games: Next Steps

Gail Carmichael

www.gailcarmichael.com

Page 2: Interactive Storytelling in Games: Next Steps

What is a Story?

Page 3: Interactive Storytelling in Games: Next Steps

ACTORS perform actions

THE WORLD changes

EVENTS relate to each other

Page 4: Interactive Storytelling in Games: Next Steps

About people, not things STORIES:

conflict

Page 5: Interactive Storytelling in Games: Next Steps

Interactivity

Page 6: Interactive Storytelling in Games: Next Steps

Two or more agents

Understand each other

Respond properly

Page 7: Interactive Storytelling in Games: Next Steps

Game + Story: Why is it Hard?

Page 8: Interactive Storytelling in Games: Next Steps

STORIES: Linear

GAMES: Non-Linear

Page 9: Interactive Storytelling in Games: Next Steps

“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

Page 10: Interactive Storytelling in Games: Next Steps

What should we do?

Page 11: Interactive Storytelling in Games: Next Steps

…puzzle➭story➭puzzle➭story…

Page 12: Interactive Storytelling in Games: Next Steps

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

Page 14: Interactive Storytelling in Games: Next Steps

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

Page 15: Interactive Storytelling in Games: Next Steps

Creativity

> Technology

Page 16: Interactive Storytelling in Games: Next Steps
Page 17: Interactive Storytelling in Games: Next Steps
Page 18: Interactive Storytelling in Games: Next Steps
Page 19: Interactive Storytelling in Games: Next Steps
Page 20: Interactive Storytelling in Games: Next Steps

Playable Game Stories

Page 21: Interactive Storytelling in Games: Next Steps

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

Page 22: Interactive Storytelling in Games: Next Steps

Playable Story

Meaningful, Interesting Choices

Page 23: Interactive Storytelling in Games: Next Steps

Player

Quest

Game

World

Page 24: Interactive Storytelling in Games: Next Steps
Page 25: Interactive Storytelling in Games: Next Steps

Player

Quest

Game

World

Social Mechanics

Page 26: Interactive Storytelling in Games: Next Steps

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

Page 27: Interactive Storytelling in Games: Next Steps
Page 28: Interactive Storytelling in Games: Next Steps
Page 29: Interactive Storytelling in Games: Next Steps
Page 30: Interactive Storytelling in Games: Next Steps
Page 31: Interactive Storytelling in Games: Next Steps
Page 32: Interactive Storytelling in Games: Next Steps

Player

Quest

Game

World

Goal-based Quests

Page 33: Interactive Storytelling in Games: Next Steps
Page 34: Interactive Storytelling in Games: Next Steps
Page 35: Interactive Storytelling in Games: Next Steps
Page 36: Interactive Storytelling in Games: Next Steps

Player

Quest

Game

World

Dynamically Arrange Plot

Points

Page 37: Interactive Storytelling in Games: Next Steps
Page 38: Interactive Storytelling in Games: Next Steps

Player

Quest

Game

World

Page 39: Interactive Storytelling in Games: Next Steps

Coherent Emergent Stories

Page 40: Interactive Storytelling in Games: Next Steps

Complete freedom? No freedom?

Somewhere in the middle.

Page 41: Interactive Storytelling in Games: Next Steps
Page 42: Interactive Storytelling in Games: Next Steps
Page 43: Interactive Storytelling in Games: Next Steps
Page 44: Interactive Storytelling in Games: Next Steps

1 2 3 4 5

6

Page 45: Interactive Storytelling in Games: Next Steps

1 2 3 4 5

6 Example:

Player chosen as hero to stop threat of a nearby

enemy

Page 46: Interactive Storytelling in Games: Next Steps

1 2 3 4 5

6

Page 47: Interactive Storytelling in Games: Next Steps

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

Page 48: Interactive Storytelling in Games: Next Steps

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

Dynamically modified to fit story.

Satellite Scenes

Page 49: Interactive Storytelling in Games: Next Steps
Page 50: Interactive Storytelling in Games: Next Steps

Quantifiable story elements

Page 51: Interactive Storytelling in Games: Next Steps

Desire value of element

Page 52: Interactive Storytelling in Games: Next Steps

Quantifiable story elements

Page 53: Interactive Storytelling in Games: Next Steps

Relevance of element

Page 54: Interactive Storytelling in Games: Next Steps

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

story

Page 55: Interactive Storytelling in Games: Next Steps

Rules to determine availability of scene

Page 56: Interactive Storytelling in Games: Next Steps

Collection of quantifiable story elements used to

calculate scores for scene nodes

Page 57: Interactive Storytelling in Games: Next Steps
Page 58: Interactive Storytelling in Games: Next Steps
Page 59: Interactive Storytelling in Games: Next Steps
Page 60: Interactive Storytelling in Games: Next Steps
Page 61: Interactive Storytelling in Games: Next Steps

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

theme relevance), multiplied by desire value

Page 62: Interactive Storytelling in Games: Next Steps
Page 63: Interactive Storytelling in Games: Next Steps
Page 64: Interactive Storytelling in Games: Next Steps
Page 65: Interactive Storytelling in Games: Next Steps
Page 66: Interactive Storytelling in Games: Next Steps

Result:

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

In other words, a coherent emergent story.

Page 67: Interactive Storytelling in Games: Next Steps

Want to know more?

Foundations of Digital Games (April 2014)

Page 68: Interactive Storytelling in Games: Next Steps

Gail Carmichael www.gailcarmichael.com

Page 69: Interactive Storytelling in Games: Next Steps

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)