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Interactive storytelling

Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior.[1] Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.

The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology, sociology, cognitive science, linguistics, natural language processing, user interface design, computer science, and emergent intelligence. They fall under the umbrella term of Human-Computer Interaction (HCI), at the intersection of hard science and the humanities.[2] The difficulty of producing an effective interactive storytelling system is attributed to the ideological division between professionals in each field: artists have trouble constraining themselves to logical and linear systems and programmers are disinclined to appreciate or incorporate the abstract and unproven concepts of the humanities.[3]

Definition

What characteristics distinguish an interactive story from another form of interactive media is subject to much debate. Interactivity and storytelling are both polysemic terms, and the phrase "interactive storytelling" does not inherently distinguish it from other kinds of storytelling, many of which are already interactive to some extent. Some of the literature associated with the term "interactive storytelling" is actually about transmedia storytelling, which is not a form of entertainment, but a marketing strategy for building a compelling brand across digital platforms. Varying levels of interactivity are a function of the "relatedness of transmitted messages with previous exchanges of information where sender and receiver roles become interchangeable." [4] Storytelling, in this case, refers to the process of active creation and authoring rather than the final product and its passive reception. Interactive storytelling by this definition can entail any media that allows the user to generate several unique dramatic narratives. Though its final goal is a fully unauthored AI environment with a comprehensive human-level understanding of narrative construction (i.e., the Holodeck), projects that use branching stories and variable gates are considered experimental prototypes in the same genre.[5]

Interactive storytelling is defined as distinct from interactive fiction (or IF), as well as video games with strong narrative focus (Mass Effect, BioShock, etc.), by user agency and open-ended narrative. David Gaider, an RPG developer at BioWare, stated that "every possible branch needs to be written and fully realized, even if not every player sees it, and thus any game which allows for a lot of player choice becomes a much more expensive proposition for a developer." [6] IF and video games, to balance user choice with authorial effort, must constrain the directions the narrative can take with puzzles, battles, or unchangeable plot points and bottlenecks, all of which detract from a sense of immersion. [7] Only the most critical of the user's narrative choices are used or remembered in narrative development, according to the need to fulfill specific player goals that define a "gameplay" experience.[8] A true IS system would incorporate all of them, as do living human agents, simultaneously and continuously - a task only artificial intelligence can meet. [4] Sandbox games like The Sims and Spore, which do involve extensive AI-based social interaction, do not manage dramatic tension or produce a cohesive narrative .[9]

To Mateas and Stern, creators of Façade and The Party, interactive storytelling is best understood as interactive theater, in that its goal is dramatic meaning rather than fun.[10] It was Chris Crawford who coined the term interactive storytelling in the 1990s, arguing that IS is not a video game with a narrative, and that a game and IS cannot be combined successfully.[3] Because of limited technology and the amount of work required, it is still difficult to combine a robust interactive storytelling system and a game engine without detracting from the effectiveness of both.

Emerging voices in the field, however, argue for the possibilities of adding narrative complexity and realistic characters to existing video game genres. Using MADE (Massive Artificial Drama Engine), a team of AI researchers developed a genetic algorithm to guide emergent behavior for secondary non-player characters (NPCs) based on literary archetypes.[11] In the AI engine of The Elder Scrolls V: Skyrim, this was tested to elaborate on the mechanistic behavior of townspeople:

...hungry inhabitants could become thieves, guards could pursue the thieves, villagers could fall in love with others, or different war alliances could emerge.

— García-Ortega et al., My life as a sim: evolving unique and engaging life stories using virtual worlds, 2014

History

Early attempts to understand interactive storytelling date back to the 1970s with such efforts as Roger Schank's research at Northwestern University and the experimental program TaleSpin.[12] In the early 1980s Michael Liebowitz developed "Universe", a conceptual system for a kind of interactive storytelling. In 1986, Brenda Laurel published her PhD dissertation, "Toward the Design of a Computer-Based Interactive Fantasy System."[13]

During the 1990s, a number of research projects began to appear, such as the Oz Project led by Dr. Joseph Bates and Carnegie Mellon University, the Software Agents group at Massachusetts Institute of Technology, the Improv Project led by Ken Perlin at New York University, and the Virtual Theater group at Stanford, led by Barbara Hayes-Roth.

There were also a number of conferences touching upon these subjects, such as the Workshop on Interactive Fiction & Synthetic Realities in 1990; Interactive Story Systems: Plot & Character at Stanford in 1995; the AAAI Workshop on AI and Entertainment, 1996; Lifelike Computer Characters, Snowbird, Utah, October 1996; the First International Conference on Autonomous Agents at Marina del Rey, CA. February 5–8, 1997.[citation needed]

The first conference to directly address the research area was the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, which took place in March 2003 and focused specifically on concepts and first prototypes for automated storytelling and autonomous characters, including modeling of emotions and the user experience.[14] The concepts were developed by Chris Crawford, in his 2005 book.[15]

In the 2000s, work on interactive storytelling and related topics expanded, and was presented at events including the alternating bi-yearly conferences, TIDSE (Conference on Technologies for Interactive Digital Storytelling and Entertainment) and ICVS (International Conference on Virtual Storytelling), hosted in Germany and France, respectively. TIDSE and ICVS were superseded by ICIDS (International Conference on Interactive Digital Storytelling), a yearly event established in 2008.[16]

The first published interactive storytelling software that was widely recognized as the "real thing" was Façade, created by Michael Mateas and Andrew Stern. The system was publicly released in 2006, [17] and was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival.[18]

Strategies

The architecture of an interactive storytelling system has three component parts: a drama manager, a user model, and an agent model. The drama manager is responsible for guiding the narrative by searching and executing story "beats" in a coherent sequence, refining story events by providing new information and reconciling contradictory plots, and collaborating with the agent model to choose the best narrative actions for the characters.[4] It monitors a number of overview variables in the storyworld to make the best decision for the narrative, defined by the goals of the author: a measure of worldwide conflict would help to increase or decrease dramatic tension, while measures of relationships and likability could guide a story towards a romantic storyline. [19] The agent model collects information about the story world and characters and generates possible actions in response for each non-player character in the story. Possible actions are drawn from the personality and emotional model of the character, allowing each one to exhibit autonomous behavior with intelligent dramatic goals.[4] Finally, the user model keeps track of player choices and inputs, such that the drama manager and agent model can cooperate with the way the user attempts to play rather than challenging or misunderstanding their decisions.

Crawford discusses three potential strategies for developing interactive storytelling systems. Firstly, environmental approaches are those which take an interactive system, such as a computer game, and encourage the actions of a user in such a way as to form a coherent plot. With a sufficiently complex system, emergent behavior may form story-like behavior regardless of the user's actions.

Secondly, data-driven strategies have a library of "story components" which are sufficiently general that they can be combined smoothly in response to a user's actions (or lack thereof). This approach has the advantage of being more general that the directed environmental approach, at the cost of a much larger initial investment.

Finally, language-based approaches require that the user and system share some, very limited, domain-specific language so that they can react to each other and the system can 'understand' a greater proportion of the users actions. Crawford suggests approaches that only use, for example, pictorial languages or restricted versions of English.[20]

Planning-based systems can be integrated into any of the above approaches to ensure narrative cohesion. The system does this by anticipating potential holes in the plot and repairing them by introducing new information and events. Two such systems include Automated Story Director (ASD), which forms narrative repairs based on plot points predefined by the author, and Player-Specific Automated Storytelling (PAST), which chooses from several possible repairs according to the player's previous behaviors.[21] PAST characterizes a player along five vectors of style based on Robin Laws' work on player types—fighter, power gamer, storyteller, method actor, and tactician—and may choose to solve a broken plot point for a fighter by adding a battle with a new character, or for a storyteller by adding new background information that justifies the break.

Evaluation

The success of an interactive storytelling experience depends on a balanced dramatic structure and user agency. A dramatically interesting narrative experience is one that moderates tension between characters and events over time, such that conflicts arise logically and are not left without resolution. It must also differ noticeably on every "playthrough" as a function of the user's freedom to interact with characters and objects in the virtual world.[7] This can be achieved to varying degrees of success by branching, emergent, character-driven, and plot-driven systems, but no existing system fully achieves a lifelike experience. AIs do not yet have a human grasp of the rules of drama and narrative, so existing interactive dramas produce a limited number of significantly different story outcomes, relative to the amount of labor required of the author.

There have been several attempts at formalizing an evaluation system for interactive dramas, despite the fact that all existing projects are still in experimental stages. Player agency and fun remain the primary concerns, though fun is often exchanged for more narrative-specific metrics, like "interestingness" and "suspense."[22] Likert scales filled out by players create a rough quantitative picture of user experience, but leave out much of the subjective interpretation that lies behind complex human interactions.

Mehta et al. focused on conversation-centric systems to develop qualitative metrics for the user's successful engagements, instead of quantitative measures of "inappropriate utterances" (in which the AI misunderstands player input and responds nonsensically) and other technical failures.[23] After a "breakdown" in conversation, how effectively the user incorporates it into the overall understanding of the characters and story depends on design features. In their study of Façade, some AI actor breakdowns include shallow semantic understanding, inverted meanings, and the timing of responses. Artificially intelligent agents have trouble translating ambiguous user input into the limited narrative meaning system, as when "sad" or "hurt" is interpreted only as a reference to clinical depression.[24] Similarly, negative and positive user sentiments are often confused with one another, especially if a positive statement is preceded by disagreement with a negative one. This is exacerbated if a user cannot send a reply fast enough – their utterance is understood as referring to the most recent speaker, leading to unintended interactions. However, background information is referenced often enough for a player to invent narrative justifications for apparently strange behaviors, which most participants did. [25]

Projects

The Oz Project

The Oz Project was an attempt in the early 1990s to use intelligent agent technology to attack the challenges in IS. Its architecture included a simulated physical world, several characters, an interactor, a theory of presentation, and a drama manager.[26] Users communicated with the system using either a text based or graphical interface.[27][28]

Façade

Façade is an artificial-intelligence-based approach created by Michael Mateas and Andrew Stern. It was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival and is recognized as the first true interactive storytelling software. It is text based and uses natural language processing and other artificial intelligence routines to direct the action.[15][17]

HEFTI

The Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytelling system was produced at the University of Texas at Austin and uses genetic algorithms to recombine and evaluate story components generated from a set of story templates.[29] Although Crawford described it as the "wrong approach to development systems [...] incomprehensible to the kind of creative talent needed for storytelling,"[15] it continues to be discussed as a research and approach and genetic algorithm continue to be considered a potential tool for use in the area.

Library of story traces

Figa and Tarau have used WordNet to build technologies useful to interactive storytelling.[30] This approach defines 'story traces' as an abstract reduction (or skeleton) of a story, and 'story projection' as a fragment of a story that can be treated as a single dramatic building block. This work seeks to build up large repositories of narrative forms in such a way that these forms can later be combined.[15]

Interactive narrative design

As defined by Stephen Dinehart, Interactive narrative design combines ludology, narratology and game design to form interactive entertainment development methodologies. Interactive entertainment experiences allow the player to witness data as navigable, participatory, and dramatic in real-time:[31] “a narratological craft which focuses on the structuralist, or literary semiotic creation of stories." Interactive Narrative design seeks to accomplish this via viewer/user/player (VUP) navigated dataspaces.[32]

Interactive narrative design focuses on creating meaningful participatory story experiences with interactive systems. The aim is to transport the player through play into the videogame (dataspace) using their visual and auditory senses.[33] When interactive narrative design is successful, the VUP (viewer/user/player) believes that they are experiencing a story.[31]

Generative web series

Tour-Réservoir is the first generative web series, conceived by French artist Jean Michel Bruyère and his collective LFKs. Launched in 2016, it was developed and realised in co-operation with Le Volcan - Scène nationale du Havre, 296 inhabitants from a suburb of the city of Le Havre in France and more than 100 local music groups.

The website platform offers an active visit through five media – radio, TV, book, series, music video. The users can choose among a wide range of material which topics, actress(es) and music they want to appear/listen to and they can edit their own episodes or music videos.

It was nominated at the Côté Court[34] short film festival in Pantin (Paris) in the New Media category in 2017.

Summary table[7]

Story possibilities are not precisely calculable, and are represented as orders, such that O(10) would be in the order of tens of stories, and O(1) would be fewer than 10 unique story possibilities.

System Virtual world Interaction with objects Social interaction Dramatic structure Story possibilities
Oz Simple graphics Yes Some Plot graph O(10)
Virtual Theater Project Text Some Yes Plot graph O(1)
Façade Simple graphics Some Some Plot graph O(10)
IDA Simple graphics No Some Plot graph O(1)
SASCE None Some Some Plot graph O(10)
U-DIRECTOR Simple graphics Some Some Bayesian networks O(1)
PaSSAGE Pixelart graphics Yes No Plot graph O(10)
IN-TALE Graphics Yes Some Plot graph O(10)
Mimesis Simple graphics Yes No Plot graph O(1)
NOLIST Text Yes Some Bayesian networks O(∞)
GADIN Text Some Yes Planning and dilemmas O(∞)
Erasmatron Text No Yes Dramatic interest rules and general patterns O(10)
DEFACTO Text and simple graphics Some Some Dramatic interest rules and general patterns O(10)
OPIATE Simple graphics Yes Some Proppian structures O(10)
DED Improbable (company) Yes Yes Schemas and Bayesian networks O(∞)
IDtension Text No No Planning and tasks O(10)
I-Storytelling Simple graphics No Some Character HTNs O(10)
BARDS Virtual reality No Some HSP O(10)
FAtiMA Simple graphics No Yes Character goals and emergence O(10)

See also

References

  1. ^ Bostan & Marsh 2012, p. 28.
  2. ^ Bostan & Marsh 2012, p. 21.
  3. ^ a b Crawford 2012.
  4. ^ a b c d Bostan & Marsh 2012.
  5. ^ Szilas 2005.
  6. ^ Chapple 2014.
  7. ^ a b c Arinbjarnar, Barber & Kudenko 2009.
  8. ^ Mehta et al. 2007, p. 24.
  9. ^ Rauch 2006, p. 86.
  10. ^ Rauch 2006.
  11. ^ García-Ortega et al. 2014.
  12. ^ Meehan 1977.
  13. ^ Laurel 1986.
  14. ^ Göbel 2004.
  15. ^ a b c d Crawford 2005.
  16. ^ ICIDS.
  17. ^ a b Mateas & Stern 2003.
  18. ^ Christensen 2006.
  19. ^ Crawford 2012, p. 210.
  20. ^ Crawford 2005, Ch.8-10.
  21. ^ Ramirez, Bulitko & Spetch 2013.
  22. ^ Ramirez, Bulitko & Spetch 2013, p. 66.
  23. ^ Mehta et al. 2007, p. 25.
  24. ^ Mehta et al. 2007, p. 29.
  25. ^ Mehta et al. 2007, p. 30.
  26. ^ The Oz Project Homepage.
  27. ^ Mateas 1997.
  28. ^ Kelso, Weyrauch & Bates 1993.
  29. ^ A genetic algorithm approach to interactive narrative generation, JJ Leggett and T. J. Ong - Proceedings of the fifteenth ACM conference, 2004
  30. ^ Wordnet, retrieved April 2011
  31. ^ a b Dinehart 2009c.
  32. ^ Dinehart 2009a.
  33. ^ Dinehart 2009b.
  34. ^ . Archived from the original on 2019-01-24. Retrieved 2019-01-23.

Bibliography

  1. Arinbjarnar, Maria; Barber, Heather; Kudenko, Daniel (2009). "A Critical Review of Interactive Drama Systems". Heslington, York, UK: Games Interactive Entertainment and Drama Group at York. {{cite journal}}: Cite journal requires |journal= (help)
  2. Bostan, Barbaros; Marsh, Tim (2012). "Fundamentals of interactive storytelling". 3 (8). Online Academic Journal of Information Technology. {{cite journal}}: Cite journal requires |journal= (help)
  3. Carr, Nicholas (December 2010). "Interactive storytelling: an oxymoron". Rough Type. Retrieved 31 October 2016.
  4. Chapple, Craig (December 2014). "Telling tales: the art of narrative in games". Develop. Retrieved 8 November 2016.
  5. Christensen, Louise (2006). "CoC Professor Wins Slamdance Gamemaker Competition". College of Computing. Georgia Institute of Technology. Retrieved 2014-09-24.
  6. Crawford, Chris (December 2012). Chris Crawford on Interactive Storytelling (2 ed.). Indianapolis, IN: New Riders Publishing. ISBN 978-0321864970.
  7. Chris Crawford (2005). Chris Crawford on Interactive Storytelling. New Riders. ISBN 978-0-321-27890-6. Retrieved 8 April 2011.
  8. Crawford, Chris (Speaker) (2015). Crawford Lecture at ICIDS: Interactive Storytelling (Conference lecture). Copenhagen, Denmark: Chris Crawford.
  9. Dinehart, Stephen (2009a). . Narrativedesign.org. Archived from the original on 2011-02-27. Retrieved 2010-09-02.
  10. Dinehart, Stephen (2009b). "Features - Dramatic Play". Gamasutra. Retrieved 2010-09-02.
  11. Dinehart, Stephen E. (2009c). "What is Interactive Narrative Design? | The Narrative Design Explorer". Narrativedesign.org. Retrieved 2012-05-18.
  12. García-Ortega, R. H.; García-Sánchez, P.; Mora, A.; Merelo Guervós, J.J. (2014). "My Life as a Sim: Evolving Unique and Engaging Life Stories Using Virtual Worlds". Proc. The Fourteenth Conference on the Synthesis and Simulation of Living Systems. New York, NY.
  13. Göbel, Stefan (2004). Proceedings of the 2nd Technologies for Interactive Digital Storytelling and Entertainment Second International Conference (TIDSE). Darmstadt, Germany.
  14. "International Conference on Interactive Digital Storytelling".
  15. Kelso, M; Weyrauch, p; Bates, J (1993). "Dramatic Presence". Presence: Teleoperators & Virtual Environments. MIT Press. 2 (1): 1–15. doi:10.1162/pres.1993.2.1.1. S2CID 16411913.
  16. Laurel, B.K. (1986). "Toward The Design Of A Computer-Based Interactive Fantasy System (PhD dissertation)". Department of Theater, Ohio State University.
  17. Magerko, Brian (2005). "Story Representation and Interactive Drama". First Artificial Intelligence and Interactive Digital Entertainment Conference. Marina Del Rey, California.
  18. Mehta, Manish; Dow, Steven; Mateas, Michael; MacIntyre, Blair (2007). "Evaluating a conversation-centered interactive drama". Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems. São Paulo, Brazil.
  19. Mateas, Michael (1997). "An Oz-Centric Review of Interactive Drama and Believable Agents". Pittsburgh, PA: Carnegie Mellon School of Computer Science. {{cite journal}}: Cite journal requires |journal= (help)
  20. Mateas, Michael; Stern, Andrew (2003). "Façade: An experiment in building a fully realized interactive drama" (PDF). Proceedings of the Game Developers Conference, Game Design track.
  21. Meehan, James R. (1977). "TALE-SPIN, An Interactive Program that Writes Stories". Proceedings of the Fifth International Joint Conference on Artificial Intelligence. CiteSeerX 10.1.1.74.173.
  22. "Oz Project Home Page". Carnegie Mellon School of Computer Science.
  23. Ramirez, Alejandro; Bulitko, Vadim; Spetch, Marcia (2013). "Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative". Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Boston, MA.
  24. Rauch, Jonathan (Nov 2006). "Sex, lies, and video games". The Atlantic. London. pp. 76–86. Retrieved 27 September 2016.
  25. Riedl, Mark; Bulitko, Vadim (2013). "Interactive Narrative: An Intelligent Systems Approach". AI Magazine. AAAI. 34 (1): 67. doi:10.1609/aimag.v34i1.2449.
  26. Si, Mei; Marsella, Stacy; Reidl, Mark O. (2008). "Interactive Drama Authoring with Plot and Character: An Intelligent System that Fosters Creativity". Creative Intelligent Systems, Papers from the 2008 AAAI Spring Symposium. Stanford, CA.
  27. Szilas, Nicolas (2005). "The future of interactive drama". Macquarie University Department of Computing. {{cite journal}}: Cite journal requires |journal= (help)

Further reading

External links

  • "Video Games are Dead: A Chat with Storytronics Guru Chris Crawford", Gamasutra
  • Erasmatazz - More information by Chris Crawford.
  • ICIDS — Interactive Storytelling, hub of the International Conference on Interactive Digital Storytelling series (includes ICVS and TIDSE)
  • Interactive Storytelling and Narrative Theories wiki Grouping descriptions of various narrative theories, IS systems and the computational models behind the systems.
  • Computational Narrative Intelligence: Past, Present, and Future An overview of the history and the future of Computational Narrative Intelligence.
  • Entertainment Intelligence Lab The Website of the Entertainment Intelligence Lab of Georgia institute of Technology, which focus on the research of narrative intelligence and the application of Interactive storytelling.

interactive, storytelling, adventure, game, genres, interactive, fiction, visual, novel, this, article, written, like, research, paper, scientific, journal, that, overly, technical, terms, written, like, encyclopedic, article, please, help, improve, rewriting,. For the adventure game genres see Interactive fiction and Visual novel This article is written like a research paper or scientific journal that may use overly technical terms or may not be written like an encyclopedic article Please help improve it by rewriting it in an encyclopedic style July 2017 Learn how and when to remove this template message Interactive storytelling also known as interactive drama is a form of digital entertainment in which the storyline is not predetermined The author creates the setting characters and situation which the narrative must address but the user also reader or player experiences a unique story based on their interactions with the story world The architecture of an interactive storytelling program includes a drama manager user model and agent model to control respectively aspects of narrative production player uniqueness and character knowledge and behavior 1 Together these systems generate characters that act human alter the world in real time reactions to the player and ensure that new narrative events unfold comprehensibly The field of study surrounding interactive storytelling encompasses many disparate fields including psychology sociology cognitive science linguistics natural language processing user interface design computer science and emergent intelligence They fall under the umbrella term of Human Computer Interaction HCI at the intersection of hard science and the humanities 2 The difficulty of producing an effective interactive storytelling system is attributed to the ideological division between professionals in each field artists have trouble constraining themselves to logical and linear systems and programmers are disinclined to appreciate or incorporate the abstract and unproven concepts of the humanities 3 Contents 1 Definition 2 History 3 Strategies 4 Evaluation 5 Projects 5 1 The Oz Project 5 2 Facade 5 3 HEFTI 5 4 Library of story traces 5 5 Interactive narrative design 5 6 Generative web series 5 7 Summary table 7 6 See also 7 References 8 Bibliography 9 Further reading 10 External linksDefinition EditWhat characteristics distinguish an interactive story from another form of interactive media is subject to much debate Interactivity and storytelling are both polysemic terms and the phrase interactive storytelling does not inherently distinguish it from other kinds of storytelling many of which are already interactive to some extent Some of the literature associated with the term interactive storytelling is actually about transmedia storytelling which is not a form of entertainment but a marketing strategy for building a compelling brand across digital platforms Varying levels of interactivity are a function of the relatedness of transmitted messages with previous exchanges of information where sender and receiver roles become interchangeable 4 Storytelling in this case refers to the process of active creation and authoring rather than the final product and its passive reception Interactive storytelling by this definition can entail any media that allows the user to generate several unique dramatic narratives Though its final goal is a fully unauthored AI environment with a comprehensive human level understanding of narrative construction i e the Holodeck projects that use branching stories and variable gates are considered experimental prototypes in the same genre 5 Interactive storytelling is defined as distinct from interactive fiction or IF as well as video games with strong narrative focus Mass Effect BioShock etc by user agency and open ended narrative David Gaider an RPG developer at BioWare stated that every possible branch needs to be written and fully realized even if not every player sees it and thus any game which allows for a lot of player choice becomes a much more expensive proposition for a developer 6 IF and video games to balance user choice with authorial effort must constrain the directions the narrative can take with puzzles battles or unchangeable plot points and bottlenecks all of which detract from a sense of immersion 7 Only the most critical of the user s narrative choices are used or remembered in narrative development according to the need to fulfill specific player goals that define a gameplay experience 8 A true IS system would incorporate all of them as do living human agents simultaneously and continuously a task only artificial intelligence can meet 4 Sandbox games like The Sims and Spore which do involve extensive AI based social interaction do not manage dramatic tension or produce a cohesive narrative 9 To Mateas and Stern creators of Facade and The Party interactive storytelling is best understood as interactive theater in that its goal is dramatic meaning rather than fun 10 It was Chris Crawford who coined the term interactive storytelling in the 1990s arguing that IS is not a video game with a narrative and that a game and IS cannot be combined successfully 3 Because of limited technology and the amount of work required it is still difficult to combine a robust interactive storytelling system and a game engine without detracting from the effectiveness of both Emerging voices in the field however argue for the possibilities of adding narrative complexity and realistic characters to existing video game genres Using MADE Massive Artificial Drama Engine a team of AI researchers developed a genetic algorithm to guide emergent behavior for secondary non player characters NPCs based on literary archetypes 11 In the AI engine of The Elder Scrolls V Skyrim this was tested to elaborate on the mechanistic behavior of townspeople hungry inhabitants could become thieves guards could pursue the thieves villagers could fall in love with others or different war alliances could emerge Garcia Ortega et al My life as a sim evolving unique and engaging life stories using virtual worlds 2014History EditEarly attempts to understand interactive storytelling date back to the 1970s with such efforts as Roger Schank s research at Northwestern University and the experimental program TaleSpin 12 In the early 1980s Michael Liebowitz developed Universe a conceptual system for a kind of interactive storytelling In 1986 Brenda Laurel published her PhD dissertation Toward the Design of a Computer Based Interactive Fantasy System 13 During the 1990s a number of research projects began to appear such as the Oz Project led by Dr Joseph Bates and Carnegie Mellon University the Software Agents group at Massachusetts Institute of Technology the Improv Project led by Ken Perlin at New York University and the Virtual Theater group at Stanford led by Barbara Hayes Roth There were also a number of conferences touching upon these subjects such as the Workshop on Interactive Fiction amp Synthetic Realities in 1990 Interactive Story Systems Plot amp Character at Stanford in 1995 the AAAI Workshop on AI and Entertainment 1996 Lifelike Computer Characters Snowbird Utah October 1996 the First International Conference on Autonomous Agents at Marina del Rey CA February 5 8 1997 citation needed The first conference to directly address the research area was the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment which took place in March 2003 and focused specifically on concepts and first prototypes for automated storytelling and autonomous characters including modeling of emotions and the user experience 14 The concepts were developed by Chris Crawford in his 2005 book 15 In the 2000s work on interactive storytelling and related topics expanded and was presented at events including the alternating bi yearly conferences TIDSE Conference on Technologies for Interactive Digital Storytelling and Entertainment and ICVS International Conference on Virtual Storytelling hosted in Germany and France respectively TIDSE and ICVS were superseded by ICIDS International Conference on Interactive Digital Storytelling a yearly event established in 2008 16 The first published interactive storytelling software that was widely recognized as the real thing was Facade created by Michael Mateas and Andrew Stern The system was publicly released in 2006 17 and was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival 18 Strategies EditThe architecture of an interactive storytelling system has three component parts a drama manager a user model and an agent model The drama manager is responsible for guiding the narrative by searching and executing story beats in a coherent sequence refining story events by providing new information and reconciling contradictory plots and collaborating with the agent model to choose the best narrative actions for the characters 4 It monitors a number of overview variables in the storyworld to make the best decision for the narrative defined by the goals of the author a measure of worldwide conflict would help to increase or decrease dramatic tension while measures of relationships and likability could guide a story towards a romantic storyline 19 The agent model collects information about the story world and characters and generates possible actions in response for each non player character in the story Possible actions are drawn from the personality and emotional model of the character allowing each one to exhibit autonomous behavior with intelligent dramatic goals 4 Finally the user model keeps track of player choices and inputs such that the drama manager and agent model can cooperate with the way the user attempts to play rather than challenging or misunderstanding their decisions Crawford discusses three potential strategies for developing interactive storytelling systems Firstly environmental approaches are those which take an interactive system such as a computer game and encourage the actions of a user in such a way as to form a coherent plot With a sufficiently complex system emergent behavior may form story like behavior regardless of the user s actions Secondly data driven strategies have a library of story components which are sufficiently general that they can be combined smoothly in response to a user s actions or lack thereof This approach has the advantage of being more general that the directed environmental approach at the cost of a much larger initial investment Finally language based approaches require that the user and system share some very limited domain specific language so that they can react to each other and the system can understand a greater proportion of the users actions Crawford suggests approaches that only use for example pictorial languages or restricted versions of English 20 Planning based systems can be integrated into any of the above approaches to ensure narrative cohesion The system does this by anticipating potential holes in the plot and repairing them by introducing new information and events Two such systems include Automated Story Director ASD which forms narrative repairs based on plot points predefined by the author and Player Specific Automated Storytelling PAST which chooses from several possible repairs according to the player s previous behaviors 21 PAST characterizes a player along five vectors of style based on Robin Laws work on player types fighter power gamer storyteller method actor and tactician and may choose to solve a broken plot point for a fighter by adding a battle with a new character or for a storyteller by adding new background information that justifies the break Evaluation EditThe success of an interactive storytelling experience depends on a balanced dramatic structure and user agency A dramatically interesting narrative experience is one that moderates tension between characters and events over time such that conflicts arise logically and are not left without resolution It must also differ noticeably on every playthrough as a function of the user s freedom to interact with characters and objects in the virtual world 7 This can be achieved to varying degrees of success by branching emergent character driven and plot driven systems but no existing system fully achieves a lifelike experience AIs do not yet have a human grasp of the rules of drama and narrative so existing interactive dramas produce a limited number of significantly different story outcomes relative to the amount of labor required of the author There have been several attempts at formalizing an evaluation system for interactive dramas despite the fact that all existing projects are still in experimental stages Player agency and fun remain the primary concerns though fun is often exchanged for more narrative specific metrics like interestingness and suspense 22 Likert scales filled out by players create a rough quantitative picture of user experience but leave out much of the subjective interpretation that lies behind complex human interactions Mehta et al focused on conversation centric systems to develop qualitative metrics for the user s successful engagements instead of quantitative measures of inappropriate utterances in which the AI misunderstands player input and responds nonsensically and other technical failures 23 After a breakdown in conversation how effectively the user incorporates it into the overall understanding of the characters and story depends on design features In their study of Facade some AI actor breakdowns include shallow semantic understanding inverted meanings and the timing of responses Artificially intelligent agents have trouble translating ambiguous user input into the limited narrative meaning system as when sad or hurt is interpreted only as a reference to clinical depression 24 Similarly negative and positive user sentiments are often confused with one another especially if a positive statement is preceded by disagreement with a negative one This is exacerbated if a user cannot send a reply fast enough their utterance is understood as referring to the most recent speaker leading to unintended interactions However background information is referenced often enough for a player to invent narrative justifications for apparently strange behaviors which most participants did 25 Projects EditThe Oz Project Edit The Oz Project was an attempt in the early 1990s to use intelligent agent technology to attack the challenges in IS Its architecture included a simulated physical world several characters an interactor a theory of presentation and a drama manager 26 Users communicated with the system using either a text based or graphical interface 27 28 Facade Edit Main article Facade Facade is an artificial intelligence based approach created by Michael Mateas and Andrew Stern It was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival and is recognized as the first true interactive storytelling software It is text based and uses natural language processing and other artificial intelligence routines to direct the action 15 17 HEFTI Edit The Hybrid Evolutionary Fuzzy Time based Interactive HEFTI storytelling system was produced at the University of Texas at Austin and uses genetic algorithms to recombine and evaluate story components generated from a set of story templates 29 Although Crawford described it as the wrong approach to development systems incomprehensible to the kind of creative talent needed for storytelling 15 it continues to be discussed as a research and approach and genetic algorithm continue to be considered a potential tool for use in the area Library of story traces Edit Figa and Tarau have used WordNet to build technologies useful to interactive storytelling 30 This approach defines story traces as an abstract reduction or skeleton of a story and story projection as a fragment of a story that can be treated as a single dramatic building block This work seeks to build up large repositories of narrative forms in such a way that these forms can later be combined 15 Interactive narrative design Edit As defined by Stephen Dinehart Interactive narrative design combines ludology narratology and game design to form interactive entertainment development methodologies Interactive entertainment experiences allow the player to witness data as navigable participatory and dramatic in real time 31 a narratological craft which focuses on the structuralist or literary semiotic creation of stories Interactive Narrative design seeks to accomplish this via viewer user player VUP navigated dataspaces 32 Interactive narrative design focuses on creating meaningful participatory story experiences with interactive systems The aim is to transport the player through play into the videogame dataspace using their visual and auditory senses 33 When interactive narrative design is successful the VUP viewer user player believes that they are experiencing a story 31 Generative web series Edit Tour Reservoir is the first generative web series conceived by French artist Jean Michel Bruyere and his collective LFKs Launched in 2016 it was developed and realised in co operation with Le Volcan Scene nationale du Havre 296 inhabitants from a suburb of the city of Le Havre in France and more than 100 local music groups The website platform offers an active visit through five media radio TV book series music video The users can choose among a wide range of material which topics actress es and music they want to appear listen to and they can edit their own episodes or music videos It was nominated at the Cote Court 34 short film festival in Pantin Paris in the New Media category in 2017 Summary table 7 Edit Story possibilities are not precisely calculable and are represented as orders such that O 10 would be in the order of tens of stories and O 1 would be fewer than 10 unique story possibilities System Virtual world Interaction with objects Social interaction Dramatic structure Story possibilitiesOz Simple graphics Yes Some Plot graph O 10 Virtual Theater Project Text Some Yes Plot graph O 1 Facade Simple graphics Some Some Plot graph O 10 IDA Simple graphics No Some Plot graph O 1 SASCE None Some Some Plot graph O 10 U DIRECTOR Simple graphics Some Some Bayesian networks O 1 PaSSAGE Pixelart graphics Yes No Plot graph O 10 IN TALE Graphics Yes Some Plot graph O 10 Mimesis Simple graphics Yes No Plot graph O 1 NOLIST Text Yes Some Bayesian networks O GADIN Text Some Yes Planning and dilemmas O Erasmatron Text No Yes Dramatic interest rules and general patterns O 10 DEFACTO Text and simple graphics Some Some Dramatic interest rules and general patterns O 10 OPIATE Simple graphics Yes Some Proppian structures O 10 DED Improbable company Yes Yes Schemas and Bayesian networks O IDtension Text No No Planning and tasks O 10 I Storytelling Simple graphics No Some Character HTNs O 10 BARDS Virtual reality No Some HSP O 10 FAtiMA Simple graphics No Yes Character goals and emergence O 10 See also EditInteractive media Types of fiction with multiple endings Narrative Structure Interactive narration Interactive fiction Drama annotation Visual novel Ergodic literature CybertextReferences Edit Bostan amp Marsh 2012 p 28 Bostan amp Marsh 2012 p 21 a b Crawford 2012 a b c d Bostan amp Marsh 2012 Szilas 2005 Chapple 2014 a b c Arinbjarnar Barber amp Kudenko 2009 Mehta et al 2007 p 24 Rauch 2006 p 86 Rauch 2006 Garcia Ortega et al 2014 Meehan 1977 Laurel 1986 Gobel 2004 a b c d Crawford 2005 ICIDS sfn error no target CITEREFICIDS help a b Mateas amp Stern 2003 Christensen 2006 Crawford 2012 p 210 Crawford 2005 Ch 8 10 Ramirez Bulitko amp Spetch 2013 Ramirez Bulitko amp Spetch 2013 p 66 Mehta et al 2007 p 25 Mehta et al 2007 p 29 Mehta et al 2007 p 30 The Oz Project Homepage sfn error no target CITEREFThe Oz Project Homepage help Mateas 1997 Kelso Weyrauch amp Bates 1993 A genetic algorithm approach to interactive narrative generation JJ Leggett and T J Ong Proceedings of the fifteenth ACM conference 2004 Wordnet retrieved April 2011 a b Dinehart 2009c Dinehart 2009a Dinehart 2009b Cote Court Programmation Archived from the original on 2019 01 24 Retrieved 2019 01 23 Bibliography EditArinbjarnar Maria Barber Heather Kudenko Daniel 2009 A Critical Review of Interactive Drama Systems Heslington York UK Games Interactive Entertainment and Drama Group at York a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Bostan Barbaros Marsh Tim 2012 Fundamentals of interactive storytelling 3 8 Online Academic Journal of Information Technology a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Carr Nicholas December 2010 Interactive storytelling an oxymoron Rough Type Retrieved 31 October 2016 Chapple Craig December 2014 Telling tales the art of narrative in games Develop Retrieved 8 November 2016 Christensen Louise 2006 CoC Professor Wins Slamdance Gamemaker Competition College of Computing Georgia Institute of Technology Retrieved 2014 09 24 Crawford Chris December 2012 Chris Crawford on Interactive Storytelling 2 ed Indianapolis IN New Riders Publishing ISBN 978 0321864970 Chris Crawford 2005 Chris Crawford on Interactive Storytelling New Riders ISBN 978 0 321 27890 6 Retrieved 8 April 2011 Crawford Chris Speaker 2015 Crawford Lecture at ICIDS Interactive Storytelling Conference lecture Copenhagen Denmark Chris Crawford Dinehart Stephen 2009a Defining Interactive Narrative Design 2 The Narrative Design Exploratorium Narrativedesign org Archived from the original on 2011 02 27 Retrieved 2010 09 02 Dinehart Stephen 2009b Features Dramatic Play Gamasutra Retrieved 2010 09 02 Dinehart Stephen E 2009c What is Interactive Narrative Design The Narrative Design Explorer Narrativedesign org Retrieved 2012 05 18 Garcia Ortega R H Garcia Sanchez P Mora A Merelo Guervos J J 2014 My Life as a Sim Evolving Unique and Engaging Life Stories Using Virtual Worlds Proc The Fourteenth Conference on the Synthesis and Simulation of Living Systems New York NY Gobel Stefan 2004 Proceedings of the 2nd Technologies for Interactive Digital Storytelling and Entertainment Second International Conference TIDSE Darmstadt Germany International Conference on Interactive Digital Storytelling Kelso M Weyrauch p Bates J 1993 Dramatic Presence Presence Teleoperators amp Virtual Environments MIT Press 2 1 1 15 doi 10 1162 pres 1993 2 1 1 S2CID 16411913 Laurel B K 1986 Toward The Design Of A Computer Based Interactive Fantasy System PhD dissertation Department of Theater Ohio State University Magerko Brian 2005 Story Representation and Interactive Drama First Artificial Intelligence and Interactive Digital Entertainment Conference Marina Del Rey California Mehta Manish Dow Steven Mateas Michael MacIntyre Blair 2007 Evaluating a conversation centered interactive drama Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems Sao Paulo Brazil Mateas Michael 1997 An Oz Centric Review of Interactive Drama and Believable Agents Pittsburgh PA Carnegie Mellon School of Computer Science a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Mateas Michael Stern Andrew 2003 Facade An experiment in building a fully realized interactive drama PDF Proceedings of the Game Developers Conference Game Design track Meehan James R 1977 TALE SPIN An Interactive Program that Writes Stories Proceedings of the Fifth International Joint Conference on Artificial Intelligence CiteSeerX 10 1 1 74 173 Oz Project Home Page Carnegie Mellon School of Computer Science Ramirez Alejandro Bulitko Vadim Spetch Marcia 2013 Evaluating Planning Based Experience Managers for Agency and Fun in Text Based Interactive Narrative Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment Boston MA Rauch Jonathan Nov 2006 Sex lies and video games The Atlantic London pp 76 86 Retrieved 27 September 2016 Riedl Mark Bulitko Vadim 2013 Interactive Narrative An Intelligent Systems Approach AI Magazine AAAI 34 1 67 doi 10 1609 aimag v34i1 2449 Si Mei Marsella Stacy Reidl Mark O 2008 Interactive Drama Authoring with Plot and Character An Intelligent System that Fosters Creativity Creative Intelligent Systems Papers from the 2008 AAAI Spring Symposium Stanford CA Szilas Nicolas 2005 The future of interactive drama Macquarie University Department of Computing a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Further reading EditGlassner Andrew 2004 02 26 Interactive Storytelling Techniques for 21st Century Fiction A K Peters ISBN 978 1 56881 221 2 Crawford Chris 2005 Chris Crawford on Interactive Storytelling New Riders ISBN 978 0 321 27890 6 Murray Janet 1997 Hamlet on the Holodeck The Future of Narrative in Cyberspace The MIT Press ISBN 978 0 262 63187 7 Bhatty Michael January 1999 Interaktives Story Telling Zur historischen Entwicklung und konzeptionellen Strukturierung interaktiver Geschichten Shaker Verlag ISBN 978 3826567179 External links Edit Video Games are Dead A Chat with Storytronics Guru Chris Crawford Gamasutra Erasmatazz More information by Chris Crawford ICIDS Interactive Storytelling hub of the International Conference on Interactive Digital Storytelling series includes ICVS and TIDSE Interactive Storytelling and Narrative Theories wiki Grouping descriptions of various narrative theories IS systems and the computational models behind the systems Computational Narrative Intelligence Past Present and Future An overview of the history and the future of Computational Narrative Intelligence Entertainment Intelligence Lab The Website of the Entertainment Intelligence Lab of Georgia institute of Technology which focus on the research of narrative intelligence and the application of Interactive storytelling Retrieved from https en wikipedia org w index php title Interactive storytelling amp oldid 1136279194, wikipedia, wiki, book, books, 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