Nicolas Szilas
38, rue du Père Corentin
75014 Paris
France
nicolas (DOT) szilas (AT) laposte (DOT) fr
Abstract Summary: An idea for a new kind of interactive drama is proposed which manages to maintain the dramatic intensity of the narrative.
Definitions:
Story: succession of actions that happen in the world represented by the narrative. Story lives by itself and includes actions which are not explicitly told. Narrative is only what is told.
Drama: A special kind of narrative where the actions are represented directly. Examples: movie, play, radio play, video games. Novel isn’t a drama.
Three forms of interactive drama are identified:
1. branching: author designs all branches the story can take and the user chooses. Problem: huge amount of work by author needed to create complex interactivity.
2. superposed interactivity: the course of story is not really changed, the type of interactivity is localized, where the user solves a puzzle, fights a game, etc.
3. simulations: video games involving environmental simulation, like simcity etc, where users choices have real consequences. However, these can’t be classified as stories or dramas.
Method: Principles:
1. characters as narrative functions: Character’s actions are motivated by narrative constraints rather than emotional, psychological, or social reasoning. Essentially, the right place for AI is not in character, but in narrator. (Propp, 1928) (Blumberg 1997)
2. a story can be broken down into a succession of generic processes (Bremond, 1974)
3. Conflict is at the core of the narrative. (Jenn 1991, Lavandier 1997, Parent-Altier, 1997, and scriptwriting textbooks – McKee, Campbell, Field).
4. Any narrative assumes an intention of the author towards the user; this intention is supposed to lie in the conflict itself and how it is solved.
5. For any narrative, the author is implicitly using a user model to manage the user reaction to its narrative.
Conflict: Occurs when a possible action is not compatible with the values of a character.
Architecture:
1. World of the story: current state of the world. The temporal evolution of this world is the story
2. The narrative logic: rules on how the world of story can evolve – the possible set of actions
3. The narrator: decides which actions should be proposed to the user and/or executed. It also modifies the world of the story according to the user’s responses and decides to execute an action.
4. The user model: belief on user, which could be adapted according to the user type. It has static and dynamic variables (which are adapted after each action)
5. The Theatre: interaction and display – 3D world.
Personal Criticisms: Underlying theory strong for archplots. Fails for multiplots (they don’t follow three act structure) or anti-plots. Too focused for video game environment. Overall, a very interesting paper.
Subscribe