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       #Post#: 62--------------------------------------------------
       Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 30, 2021, 7:02 pm
       ---------------------------------------------------------
       Based upon the presentation 'Interactive Storytelling in Games:
       What it is, Why we need it, and How you do it' presented by
       International Hobo at Digital Media World 2001, November 13th
       2001. Source: IGDA
  HTML http://web.archive.org/web/20050207022423/https://www.igda.org/writing/InteractiveStorytelling.htm
       Stories have most likely been part of the human experience from
       the earliest days of language, but until recently the
       storytelling medium has been largely static. Barring different
       versions of the same story, any given tale unfolds the same way
       every time one reads it. Computer games promise the potential to
       move beyond this strictly linear form by offering stories that
       interact with the player, allowing them to participate in the
       decisions or actions that shape the narrative. However, at the
       current time this field is still in its infancy.
       The origin of interactive storytelling probably dates back to
       Tactical Studies Rules Dungeons & Dragons (1974), itself based
       upon a set of tabletop battle rules - Guidon Games' Chainmail
       (1971). Similar in terms of mechanics, Dungeons & Dragons had a
       revolution in its focus, changing the game play to being about
       characters, not armies. This was the start of tabletop role
       playing games (RPGs), which were to influence and inspire many
       computer games to follow.
       The tabletop RPG is a 'perfect' interactive storytelling medium,
       as an unrestricted story develops from the dynamics of the group
       of players, led by a Games Master (GM). The former decide upon
       the actions of key characters in the story, the latter takes the
       role of the rest of the universe - becoming very much the
       surrogate author of the collaborative tale that develops.
       In many ways, the quest for interactive storytelling in games is
       a quest towards the perfect state that tabletop RPGs already
       had. The computer game takes the role of the Games Master, and
       the players remain in control of the lead character's (or
       characters') actions. The problem is that a human GM can respond
       to any conceived action on the part of the player, but until
       Artificial Intelligence advances an astonishing degree, computer
       games are inherently limited in their flexibility.
       What computer games lose in terms of the freedom offered in
       tabletop RPGs, they make up for in immersion. Any tabletop RPG
       game is still essentially a group of people developing a dynamic
       story through words alone - a computer game provides the visual
       and aural experience that brings it closer to cinema than radio
       theatre (which is the medium that tabletop RPGs arguably
       resemble most strongly). This difference in the size of the
       audience for film compared to radio plays is reflected in the
       difference in audience for tabletop RPGs versus computer games.
       This essay looks at the foundations of interactive storytelling,
       with a focus on their relevance to computer games. Tabletop RPGs
       (and the related medium of adventure gamebooks) are an important
       part of the background and history of this new medium, but will
       forever by a minority pursuit. Computer games, on the other
       hand, look set to take the reigns of interactive storytelling
       and bring them to a broad, diverse and expectant audience.
       #Post#: 63--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 4:34 am
       ---------------------------------------------------------
       Defining Interactivity
       What is it we refer to when we talk about that which is
       'interactive'? Although this may seem trivial, language is
       seldom a solid foundation for discussion without some definition
       of terms, and choosing what we mean by 'interactive' and
       'interactive storytelling' can only serve to clarify the scope
       of this essay.
       Reactive
       We can define 'reactive' as "responding to some influence or
       input." That which is reactive is associated with a flow of
       information in one direction. Television is a reactive media:
       you can only watch (react) to the information it provides.
       [center]
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       You cannot (at least not prior to the recent introduction of
       interactive television shows e.g. Endemol's Big Brother series)
       influence the events that you are watching.
       Interactive
       We can define 'interactive' as "reciprocally active; acting upon
       or influencing each other; allowing a two way flow of
       information." Every computer game is inherently interactive,
       since the player performs certain activities, sees them occur in
       the game world, and then adapts their actions to reflect the
       results in the game world. There is an exchange of information
       between the player and the game which is bi-directional.
       There are numerous degrees of interactivity, however, and as
       computer games have advanced, we have seen advances in the
       degree of interaction.
       [center]
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       From an initial state where control is the only interactive
       aspect, e.g. Nutting & Associates' Computer Space (1971) or
       Atari's Pong (1972), we have seen interactive levels of ability
       (i.e. power ups) with Midway's Pac-Man (1980), interactive
       environments with Universal's Mr. Do (1982) and so forth.
       Understanding the distinction between reactive and interactive
       media is the first step towards understanding what can
       meaningfully considered an interactive story.
       #Post#: 64--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 4:37 am
       ---------------------------------------------------------
       Interactive Stories
       Any game featuring both characters and a story in which one or
       more narrative aspects changes interactively can be considered
       an interactive story. The possible narrative aspects that could
       be made interactive include:
       Plot
       The most obvious route to interactive storytelling is by
       creating a plot that varies in response to the player's actions.
       Perfect Entertainment's Discworld Noir and (to a much lesser
       extent) Konami's Metal Gear Solid are examples of this.
       Character attitudes & personality
       A more satisfying way to approach interactive stories is to look
       at ways that the player's actions might affect the attitudes of
       characters in the game world. We will look at several ways of
       approaching this later in this essay.
       Theme
       Although strictly hypothetical at this time, it is possible to
       conceive of a game in which the theme varies interactively. For
       example, we can imagine a game in which the story elements are
       mediated by the game's story engine in relation to that which
       the player has paid the most attention. If the player spent
       considerable time talking to a romantic interest, the theme of
       the story becomes biased towards a romantic element; if they
       focussed on violent activity, the thematic details might evolve
       around an exploration of violence.
       Mastering dynamic plots and character attitudes will almost
       certainly be a prerequisite to exploring interactive themes.
       Note that our definition requires more than both interactivity
       and narrative elements to be both present: many computer games
       (which are inherently interactive) have story elements, but that
       does not make them interactive stories. Only if the form of the
       story itself is interactive can we seriously make a claim to it
       being an interactive story.
       #Post#: 65--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 4:40 am
       ---------------------------------------------------------
       The Value of Interactive Storytelling
       Now we have defined what can be considered an interactive story,
       we are in a position to discuss why interactive storytelling
       might be of value - both artistically and commercially. Just
       because a thing can be done does not make it worth pursuing, and
       with the medium in its current, nascent form it is necessary to
       make a case for its importance.
       From an artistic perspective, interactive storytelling
       represents a new, highly expressive art form. Before the 20th
       century, all art was essentially reactive. A work of art was
       created, and it created an emotional (or intellectual)
       experience in its audience. Interactive art creates a dialogue
       between the art and the audience, creating a more immersive
       artistic experience.
       This issue of immersion is linked to the commercial appeal of
       interactive storytelling. Many games satisfy the player's need
       for a sense of involvement in the story by creating the illusion
       of an interactive story. Either the game forces the player to
       jump through certain story-based hoops in order to progress,
       e.g. Sega's Shenmue series, or the game features a gameplay
       element wholly separate from the narrative, as is seen in
       Square's Final Fantasy series in which the player is engaged in
       largely pointless combat between story elements. In both cases,
       however, the players actions have essentially no effect on the
       progression of the story. When executed subtly, this illusion
       can be quite effective; often, however, players are left asking
       "why can't I do that?" or worse "why do I have to do that?"
       Providing a true interactive storytelling experience has the
       potential to satisfy the audience by connecting their actions to
       the unfolding story directly. This may be as simple as
       reflecting the player's actions in dialogue, or as complex as
       dynamically varying the sequence of events to work around the
       player's choices. Either way, this non-linearity appeals to the
       hardcore gamers (including the majority of magazine reviewers)
       offering a direct commercial advantage. It also implies a
       greater replay value, as hardcore players replay the game to see
       the other ways the story could have transpired.
       Of even greater commercial value is the potential to unlock a
       vast reservoir of casual gamers already circling at the fringes
       of the games medium. The casual gamer lacks the patience (or
       stubbornness) to persevere with a game that annoys them, but
       once hooked in become intensely loyal to those games that have
       grabbed them. As with television and film, there are few better
       ways to captivate than with interesting characters and plots.
       However, the viewer expects no control of the outcome in the
       former media - in games, control of the flow of events is
       expected, but is usually illusory. Games with relatively
       easy-to-play game space, but an interesting dynamic story space
       have the potential to dramatically expand the size of the
       computer game audience.
       #Post#: 66--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 4:52 am
       ---------------------------------------------------------
       Interactive Plots & Non-linearity
       The term 'interactive plot' can be taken to be broadly
       synonymous with the terms 'non-linear story' or 'non-linear
       plot'. The term 'non-linear' is self-explanatory, but in this
       context should be taken to mean that the story elements
       (dialogue with other characters, cut scenes et al) do not occur
       in a fixed sequence. There is a wide range of extents to which
       this non-linearity can manifest in a game story. Note also that
       a game can be non-linear and yet still have a fixed outcome -
       the issue is the journey through the plot, not its conclusion.
       The structure of a game's story determines wholly the extent of
       its non-linearity, and there are various degrees of
       interactivity of plot that can be expressed.
       Linear
       The most basic structure imaginable is linear: the game's story
       elements unfold in a strictly linear sequence. Sometimes the
       game play will be non-linear, but the game elements can unfold
       in a non-linear way. This is true of many games at the moment:
       the story proceeds as a series of linear checkpoints that the
       player reaches in sequence, although they may have freedom to
       explore the game world in a broadly non-linear fashion.
       We can visualise the linear structure as a straight line:
       The advantages of the linear structure are that it is a reliable
       and resource-cheap way of approaching the story.
       [center]
  HTML http://web.archive.org/web/20050214081027im_/http://www.igda.org/writing/images/IS_03.gif[/center]
       In games with a low budget, the linear structure is often the
       only affordable approach.
       The disadvantages are obvious: it is unimaginative, and the
       player has no control over the development of the plot. If the
       game successfully manipulates the player into caring about the
       same issues as the characters, the disadvantages are minimised -
       but if the player ever feels trapped in someone else's story,
       the linear structure is usually to blame.
       Branching
       The branching structure is rarely used, and for good reason. The
       branching structure leads to a number of fatal problems, and
       indeed is in part responsible for the miscomprehension that
       non-linear stories are intractable or inappropriate for use in
       games. It is unfortunate that many people in the games industry
       believe that the branching structure is the only non-linear
       option available, and this may be in part the reason for the
       persistence of the linear structure.
       We can visualise the branching structure as a tree:
       [center]
  HTML http://web.archive.org/web/20090727161428im_/http://www.igda.org/writing/images/IS_04.gif[/center]
       The plot begins at the base node, and certain points in the
       story are defined as branch points, where the plot splits into
       separate paths. With no recombination of threads, the branching
       structure leads to a number of end points equal to the number of
       branch points plus one (for two-way branching) or even more (for
       multi-path branching).
       The fact that the number of end points is so huge is what is
       known as the combinatorial explosion. Branch in two ways four
       times and you have to deal with sixteen different paths (24 =
       16) - and each binary branch point that you add to all paths
       doubles the total number of outcomes. No game could survive such
       a vast investment in potentially unused resources, and as a
       result the branching structure (when it does appear) is usually
       pitifully simple (often just a single branch point).
       Parallel Paths
       The parallel path approach (which could also be considered a
       fully recombined branching structure) is a tenable and useful
       approach to story design, used to some extent in games such as
       Konami's Metal Gear Solid (1998), and Ion Storm's Deus Ex
       (2000). Branches recombine at the key story points, creating a
       structure which is a balance between linear and branching
       structure:
       In the following diagram, those story points which have a green
       line through them are branch points splitting into three routes
       - but those paths then recombine before the next main story
       point. The underlying structure is linear:
       [center]
  HTML http://web.archive.org/web/20090727161431im_/http://www.igda.org/writing/images/IS_05.gif[/center]
       every player must through every point on the spine of the story,
       but there is still some freedom as to how the player reaches the
       next point.
       Metal Gear Solid, whilst essentially a linear game, features a
       single segment of parallel path structure which does much to
       improve the player's involvement in the game's story. This
       sequence, in which the player is tortured repeatedly but has an
       opportunity to escape between the torture sessions, has three
       paths through it: the player escape in a couple of different
       ways from the cell between torture scenes, they may admit defeat
       to the torturer, or if all else fails, they are eventually
       rescued from the cell by a deus ex machina. This parallel path
       segment also governs a split in the games ending: if the player
       does not give up in the torture scenes, they will end up
       rescuing the romantic interest - but if they do, she is killed
       and the player ends up escaping with a buddy character instead.
       Although simplistic, this remains a strong example of the power
       of even a basic non-linear structure, giving the player a
       genuine moral decision to face with consequences within the
       framework of the story.
       This example also typifies the needs of the parallel path
       structure's branch points: a primary path (rescue the romantic
       interest), a secondary path (escape with the buddy character)
       and a catch-all tertiary path (the player is rescued) to ensure
       that the plot will move forward whatever happens. In point of
       fact, this sequence from Metal Gear Solid is two separate
       branches (resist torture, or give up is the first branch; escape
       on their own, or be rescued is the second branch) leading in
       effect to four different paths through this sequence, ignoring
       the issue of the means by which the player may escape by their
       own means. Only the first branch is expressed in the development
       of the rest of the plot, however, and in the branch at the end
       of the story.
       The disadvantage of the parallel path structure is that more is
       developed for the game than is actually seen. As soon as you
       have two endings, only players who play the game twice will have
       any hope of seeing all of the story material, although this
       disadvantage is offset if it is expected that most players will
       replay the game (i.e. the game is both short and fun).
       The advantage lies in the choices the player has within the
       plot, and the sense of connectivity with the story that is
       engendered. Every time a game gives the player a meaningful
       choice, the become more emotionally involved with the story -
       although of course this may only be effective if the player
       knows they had a genuine choice. Because many players do not
       expect to be given a meaningful choice, sometimes the player
       will play along with what they believe is expected of them,
       because their prior experience of games has given them no reason
       to believe that they are facing a genuine decision. It is
       important, therefore, to ensure that the player is subtly taught
       or informed that their actions will affect the outcome, if this
       is in fact the case.
       Threaded
       The threaded structure is a powerful, complex way of allowing
       the player a non-linear story experience. Games such as Perfect
       Entertainment's Discworld Noir (1999) use a threaded structure
       to give the player a genuine degree of freedom to explore the
       story space once the initial formalities of establishing
       setting, character and interface have been concluded.
       The following diagram is an approximation of the structure of
       Discworld Noir's first two Acts:
       [center]
  HTML http://web.archive.org/web/20090727161429im_/http://www.igda.org/writing/images/IS_06.gif[/center]
       Unlike previous diagrams, the course of the plot does not follow
       a single path in this form of structure. Rather, the story is
       comprised of a number of different threads that develop largely
       independently (at least until the closing stages of the story).
       This parallels the methods that quality novels and films employ
       to develop the plot, with multiple narrative threads being woven
       together to produce a satisfying story.
       The key to the symbols employed is as follows:
       - Yellow circles represent the events at the start of an Act.
       Every Act starts in the same way in this particular example of
       the threaded structure, although this is not a given.
       - Blue circles represent non-mandatory plot events.
       - Red circles represent mandatory plot events: the player must
       experience all red circles (and must experience at least one
       circle with a black centre) to proceed to the next Act.
       - Red lines show Act boundaries.
       - Green lines show the places at which threads connect to one
       another (the places at which new threads are 'unlocked').
       For example, starting at the beginning of Act I (the bottom
       yellow circle), the player is introduced to some back story and
       placed in the role of a private investigator in a fantasy world.
       They begin their investigations and soon reaches a point at
       which they are investigating multiple cases (the green line
       opens up two other threads, one to the left and one to the
       right). The player can eventually conclude the first stages of
       their initial investigation in two different ways (the red
       circles with black centres), but they may also begin
       investigating two other (apparently) separate cases (the path to
       the left and the path to the right). The right-hand thread
       represents the true conspiracy the player is investigating, and
       by the end of the first act, the player has already changed
       their conception of what is going on twice (signified by
       successive jumps along green lines).
       The left hand path (which represents a side-story concerning a
       missing dwarf) shows an optional side path in which the player
       may investigate the case to a certain extent in the first Act,
       but cannot conclude it until the second Act. This case can also
       be largely side-stepped, as another chain of events in the
       second Act will eventually connect with the details of this case
       allowing it to be ignored - at least until it closes in on its
       terminal red circle which is an essential part of the plot.
       Although this system is highly expressive, and leads to a
       freedom of movement within the story space which is uncommon,
       there are several problems which makes this approach of limited
       future value. Firstly, tracking changes in the plot skeleton
       during development is nightmarishly difficult: because of the
       sense of interconnectivity between events, it is very hard to
       implement structural changes. Furthermore, the complexity of the
       plot skeleton means that very few members of the development
       team will fully understand the structure. Given how difficult it
       is to fully appreciate a diagram showing a simplified version of
       the structure, it is easy to see why dealing with this structure
       in practice is no small undertaking.
       Additionally, the degree of variance in the story structure
       makes QA much harder to perform completely (especially if there
       is no way to educate the QA team on the full extent of the
       underlying plot structure) which can lead to an extended QA
       period being required to ensure the stability of the code.
       Of course, these problems are offset by the highly expressive
       nature of the structure, and the number of options for player
       freedom within the story. Unfortunately, much as with the
       parallel path structure, a great deal of this is lost on players
       if they do not realise that the freedom exists. Unlike the
       parallel path structure, however, the threaded structure has an
       ace up its sleeve: with so many routes through the plot
       supported, the player may not recognise the non-linear nature of
       the story, but they find that the game supports a fair degree of
       the actions they want to perform within the plot, which aids
       immersion. In essence, the advantage comes in the player not
       being blocked in their attempts to experiment - they are never
       faced with the inevitability of conforming to a linear plot (at
       least until the threads begin to recombine prior to the ending).
       Nonetheless, what we really desire for interactive plots is a
       system as expressive as a threaded structure but as robust as
       parallel path structure.
       Dynamic Object Oriented Narrative
       A possible future of interactive plots is suggested by systems
       for dynamic object oriented narrative such as International
       Hobo's FreeSpeak. These use a notion from computer science (that
       of object orientation) with the framework used in commercial
       television series to provide structures that are even more
       expressive than the threaded structure, yet as robust as a
       parallel path structure.
       The following diagram shows a hypothetical object oriented plot
       skeleton:
       [center]
  HTML http://web.archive.org/web/20090727161437im_/http://www.igda.org/writing/images/IS_07.gif[/center]
       Before discussing the illustration, the idea of 'object
       orientation' must be approached. Simply put, object orientation
       concerns dealing with a problem by composing the data space from
       objects, which contain other objects, which contain other
       objects (like quarks in hadrons in atoms in molecules in bigger
       things). Everything is composed of small functional components,
       except for the atomic units at the base of the chain. The idea
       revolutionised programming languages in the 1980's, and may be
       about to do the same for interactive storytelling.
       In the above diagram, blue squares represent an object known as
       an Episode (small blue squares indicate Episodes not covered in
       this example diagram), while all circles represent a Scene. Each
       episode consists of a number of Scenes which can use any
       structure - linear, branching, parallel path etc. Because each
       Episode is comprised of a small number of Scenes, the resulting
       set-up is robust and connectivity can be tracked on two
       different levels: transitions between the Scenes of an Episode
       (blue lines), and transitions between Episodes (red arrows).
       Episodes are broadly chronological, but Episodes that refer to
       events that occur concurrently (i.e. that are at the same height
       in the case of this diagram) can occur in any sequence. In this
       particular example, the possibility of starting the story at
       different 'places' in the plot is represented by yellow circles
       (which might, for instance, represent playing through the story
       with a different character who joins the events at a different
       point).
       Obviously if each Scene were a unique 'game level', this would
       suffer from many of the problems associated with multiple paths:
       developing many more resources than will typically be seen by
       the player. This is solved in FreeSpeak by the use of various
       other component entities, namely Personas (characters) and
       Locations. Every Scene takes place between certain Personas in
       certain Locations, and may be interactive or a cut scene. A
       particular Location may be used for many different game play and
       story related activities. For example, in Sega's Shenmue (2000)
       the docks are used as a stage for investigation, cut scenes,
       fighting, quick time events (interactive cut scenes) and even
       racing (although it should be noted that this reuse of location
       was performed in a linear fashion in Shenmue).
       Any key gameplay that the designers wish every player to
       experience can be built into the plot skeleton as an event that
       must occur at some point - but the object oriented structure
       allows for that point to occur at many different places within
       the structure of the plot. The rest of the time the Locations
       are being used as a setting for basic repetitive game play
       (fighting, exploring, investigation etc.) using the core game
       engine. The design of a location is thus built around its uses
       in the game, but it can also be reused for story purposes.
       This parallels a TV show which has a number of sets which are
       reused week by week as the core places the story takes place. A
       Location in FreeSpeak is analogous to a set in a TV show, with
       the same advantages in terms of cost-effective reuse of
       resources.
       Once the initial investment in the creation of new tools, and
       the corresponding skills required to operate those tools
       effectively, has been overcome, the advantages manifest. The
       approach promises an extremely expressive and robust approach to
       interactive plots with a degree of freedom and level of replay
       value (exploring different renditions of the story) which would
       exceed anything we have currently seen in games.
       Since its inception, developments in interactive storytelling
       have been gradual to say the least, although it is quite
       possible that a dynamic object oriented narrative system such as
       FreeSpeak will revolutionise the approach and create a new breed
       of games built around an advanced interactive plot.
       #Post#: 67--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 12:08 pm
       ---------------------------------------------------------
       Interactive Characters
       The principle behind interactive characters is to model
       personality in a manner which is simple and efficient. As with
       interactive plots, the underlying structure tends to be
       simplistic with the effect being largely illusionary, although
       advances in the principles of interactive narrative promise ever
       more complex representations in the future. Most games limit the
       interactivity of characters to very simplistic behaviour - often
       nothing more than basic, fixed conversation, but there are a
       number of ways in which the players actions can be allowed to
       affect the attitudes of other characters.
       Note that the characters in a game may change attitudes to the
       player as a result of the plot, but if the player has no control
       in this change (if it is dictated as an inevitable consequence
       of the story progression) it cannot be considered to be a case
       of interactive characters.
       Flags
       The simplest implementation for dynamic personality is using
       flags. A flag is a boolean variable - a type of data which can
       be only true, or false. Certain player actions cause the flag to
       become set (true) or unset (false) which affect the apparent
       behaviour or attitudes of the non-player characters, perhaps
       affecting what they say, or where they can be found in the game
       world, or even whether or not they help the player.
       Discworld Noir used a flag representation for some personality
       behaviour; certain characters would respond differently
       according to their prior conversations with the player; some
       would be more or less obstructionist in their approach,
       according to what the player had said to them before. The
       underlying behaviour was very simplistic, however, and largely
       affected only the dialogue. Nonetheless, the illusion that the
       players choices were affecting character attitudes could be seen
       in several places as a result of a very basic use of personality
       flags.
       We can explore the basic principles in a hypothetical game
       drawing on the Star Wars mythos. Consider a game based around
       the events of Episode IV: A New Hope, and the question of how
       the finale will take place. Consider the question:
       Does Han Solo bail out Luke at the Death Star?
       To model the behaviour, we can look at any pivotal actions that
       could occur in the game space or story space that might affect
       Han's chances of coming to Luke's aid in the Death Star battle.
       This might include:
       - Luke and Han bond on the Millennium Falcon
       
       - Luke rescues Han in a battle
       
       - Luke accidentally hits Han in the foot with his light sabre
       The first two flags would predispose Han to coming to Luke's
       aid, whilst the third might well discourage him from bailing out
       the little whiner. We would describe the logical condition that
       determines whether or not Han comes to the rescue as follows:
       If (Bond OR Rescue) AND NOT Sabre Then
       Saves Luke
       Therefore, if Luke and Han bond and Luke doesn't have a clumsy
       accident while practicing his Jedi skills, he'll ride in like
       the cavalry at the end. Similarly if Luke ever rescues Han, or
       if there is bonding and rescuing in the early part of the story,
       Luke can count on not getting his buttocks burned by Vader's
       blasters. If Luke and Han never bond, and no rescue takes place,
       Han doesn't feel the motivation to come and risk his life (and
       his precious ship) in a rather treacherous battlezone and takes
       his money to go and pay off Jabba. Similarly, if Luke gets
       carried away against the remote and accidentally slices off
       Han's big toe, Han isn't going to feel inclined to fly out of
       the sun whatever happens and Luke will find himself facing down
       his dad on his own.
       The resulting behaviour isn't very complex, but the player at
       least experiences some connection between what they did earlier
       in the game, and how the final scenes play out.
       Affinity Systems
       A more complex representation than flags uses numerical values
       to track the relative feelings of one character towards another.
       These affinity systems (or affinity-aversion systems) were
       created by game designer Paul Kidd in his tabletop role-playing
       game Albedo (1988), based upon the 'Erma Felna, EDF' comic
       stories by Steve Gallaci. Although the mechanics were somewhat
       superfluous in tabletop RPGs (since the players and GM were
       capable of making their own decisions regarding their
       character's attitudes to other characters), they have proved to
       have interesting applications in computer games.
       Although it does not use them for player interactions with
       characters, Sick Puppies' Ghost Master (2003) used an affinity
       layer in its AI system for the mortals the player's ghost team
       spooks and scares. This layer modeled the relationships between
       different mortals such that they made their decisions as to
       where they felt safe (or who they wanted to avoid).
       Unfortunately, much of this behaviour was hidden by more direct
       behaviour - such as the mortals running screaming from the
       haunting, or fainting. However, it is possible to see mortals
       going to certain rooms that they feel safe in and a few other
       behaviours originating in the affinity layer.
       Our previous Star Wars example can be used to demonstrate an
       affinity system in action. In this case we have an affinity
       value from Han to Luke that starts at neutral (0) and goes up or
       down certain amounts in response to the player's activities. For
       example:
       Initial State:
       Affinity (Han, Luke) = 0
       Luke and Han bond:
       + 5 Affinity (Han, Luke)
       Each time Luke rescues Han:
       + 10 Affinity (Han, Luke)
       Each time Luke accidentally hits Han in the foot with his
       light sabre:
       -3 Affinity (Han, Luke)
       A possible condition to test whether or not Han acts the hero in
       the finale might be:
       If Affinity (Han, Luke) > 5 Then
       Saves Luke
       Under this system, if Luke and Han bond, Luke can get away with
       hitting him in the foot once, but if he's reduced to eight toes,
       Luke is toast in the trench. And rescuing Han would cover Luke
       from another three accidents or so. Of course this
       representation is farcical, but it represents the basic
       principles behind an affinity system.
       However, now we are using an affinity system, we do not have to
       focus on a single outcome. If an affinity of +5 is enough to get
       him to take a small risk by popping into the battle for about
       five seconds, a larger affinity might persuade him to play the
       real hero and get in the battle from the start:
       If Affinity (Han, Luke) > 20 Then
       Fights in Death Star Battle
       Else If Affinity (Han, Luke) > 5 Then
       Saves Luke
       And let's face it: there has to be limit to the number of digits
       Han will allow Luke to accidentally sever:
       If Affinity (Han, Luke) > 20 Then
       Fights in Death Star Battle
       Else If Affinity (Han, Luke) > 5 Then
       Saves Luke
       Else If Affinity (Han, Luke) < -30 Then
       Shoots Luke Dead
       Under this condition, if Luke manages to slice off ten or more
       of Han's digits, Han will shoot Luke dead on the spot (assuming
       he hasn't just lost both hands). If Luke had rescued him a
       couple of times, the number of amputations might have to be
       higher - if they bond and Luke rescues Han twice earlier in the
       story, Han still has one finger left to pull the trigger on his
       blaster and reduce the irritating farm boy to Bantha fodder.
       The idea of affinity systems is being developed in FreeSpeak as
       a means of providing case-based dialogue, such that the dialogue
       for non-player characters varies in accordance to the player's
       actions. The approach should allow for a greater feeling of
       immersion at very little cost. Additionally, plot branches can
       occur on the basis of character affinities within the manageable
       framework that the FreeSpeak system provides, a technique which
       has not yet been seen in games.
       Algorithms
       The basis of algorithmic interactive characters is to use a
       mathematical model to represent character attitudes and
       emotions. A distinction should be made between AI algorithms for
       the behaviour of characters, and algorithms for representing
       their personality and attitudes. The former is ubiquitous in
       current games, but the behaviour is usually based entirely
       around goal-oriented activities (find the player, defeat the
       player in battle). What we are concerned about in this section
       is means of reflecting the emotional world of characters
       mathematically.
       The simplest algorithmic representation may be a probabilistic
       approach. Concluding our comparisons in the Star Wars milieu,
       consider this formula:
       P(Save) =             Rescues
       _______________
       Rescues + Wounds
       In this formula, the probability that Han will save Luke at the
       end of the story is equal to the number of times Luke rescues
       Han divided by the number of rescues plus the number of light
       sabre wounds. So if Luke never rescues Han, the probability is 0
       (it won't happen). If he rescues Han and never injures him, the
       probability is 1 (it will definitely happen). If there are two
       rescues, but one wound, the probability is 0.666 (66% chance);
       if there is one rescue and nine wounds, the probability is 0.1
       (10% chance). Again, this is vastly simplistic, but it
       demonstrates the basic principle.
       The trouble with probabilistic behaviour in games is that if it
       only happens once or twice, it seems to be essentially random.
       For example, in the last example, a fingerless Han might still
       come to rescue Luke because there is still a random chance - but
       the player has no appreciation of the hidden random system that
       gave that result. For this reason, probabilistic behaviour is
       best used when it is going to be spread across a large number of
       events or entities, where the probabilities can be seen by the
       player as proportions of a reacting group. This also makes it
       largely unsuitable for the behaviour of individuals.
       There are more complex approaches, such as International Hobo's
       PsiScape, which models the emotional relationships between
       characters using a field model (as if the emotional connections
       were like a magnetic or gravitational field). Under this system,
       one looks for attractive and repulsive forces and overlays the
       different fields in order to determine behaviour - individuals
       therefore move like iron filings in an ever-changing magnetic
       field.
       A basic tech demo for PsiScape mapped the behaviour of warriors
       on a battlefield using a field which represent the balance
       between an individual's fear and duty. Anything that an
       individual would find intimidating was a repulsive force,
       anything that an individual would feel safe near was an
       attractive force, whilst an attractive force representing their
       sense of duty pulled them towards the enemy. The scale at which
       an individual was affected by these forces was specified by a
       number of variables which represented the personality of that
       individual. The numbers varied as a result of actions in the
       battle - so a hero that slew a powerful foe would suddenly be a
       source of fear for the allies of the slain leader.
       The result was a system in which the warriors moved in battle
       based on their emotional state. Cowards grouped with their
       allies, and avoided tough enemies, whilst heroic characters
       dived into the fray and - provided they were able to live long
       enough - eventually terrified the enemy enough to force them to
       withdraw. The effects of landscape could be added by a static
       vector field that would be superimposed (although complex
       battlefields require some additional mechanics to become
       tenable).
       In principle, dialogue could be generated by considering the
       strongest forces acting on an individual: if their direction of
       movement was governed by fear of a strong foe, their dialogue
       could reflect their cowardly attitude (or reference the person
       they were running from), whilst a character who was trapped
       between two strong forces - fear pushing away, but duty just
       pulling them forward - could make dashing gung ho comments as
       they bury themselves in the fray.
       The PsiScape principle could be applied to interactive
       characters at a different scale. Imagine a world in which
       different characters could be affected by a number of different
       fields. Greed, fear, loyalty, fraternity, love; territoriality;
       all could be represented by a PsiScape field, and each character
       would respond to some of the fields. Their movements in the
       world could be governed by the balance of fields, just as the
       position on the battlefield was determined in the PsiScape tech
       demo. Imagine a merchant motivated by greed and fear alone. If
       you encounter them in a road, she can comment that she is
       heading to the town ahead because of they've struck gold (which
       would place a source of greed in the town, which would be the
       strongest force acting on the merchant). Similarly, a refugee
       might be found in a shanty town because invaders have taken over
       his village. Since fear of the invaders was the force that
       overpowered the strong territorial force to stay in the village,
       he might comment about his hatred for the invading force.
       This field-driven approach to interactive characters has
       considerable potential, but is not yet at a state whereby we can
       expect it to appear in computer games any time soon.
       Nonetheless, it shows the extent to which algorithmic character
       behaviour might impact on interactive storytelling in the
       future. It is likely that lessons learnt in interactive plots
       and affinity-based dialogue systems will strongly influence the
       future of algorithmic characters.
       #Post#: 68--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 1:08 pm
       ---------------------------------------------------------
       Making Interactive Stories Manageable
       In order to safely undertake interactive stories, the game
       designer (or story designer) must take into account the needs of
       everyone in the development team with respect to the story
       design. There are specific vulnerabilities introduced by
       choosing to go beyond a linear plot and cardboard characters,
       and the team must be prepared for the problems and pitfalls, as
       well as steps needed to maximise the benefits of introducing an
       interactive story.
       The production process needs to take into account several shifts
       in the usual needs of a project:
       More Pre-production
       It is important that the plot skeletons for the story are set
       down on paper before the programmers and artists break ground on
       anything other than research or prototyping. Similarly, if
       interactive characters are to be used, the parametric design
       should be paper-tested or prototyped before the main game is
       constructed.
       This adds to the pre-production phase, although it need not add
       much cost of development as only the design (and dialogue
       scripting) team is needed for this pre-production.
       Early Script Delivery
       The usual system for script delivery is to only write the story
       materials after the game is already 50-90% complete). This is
       bad practice for most games, since the story is best developed
       in parallel with the design, but it is not acceptable for
       interactive stories. The dialogue script should be delivered as
       soon as is humanly possible.
       QA Should Start Earlier
       Ideally, the plot skeleton should be implementable so that the
       Quality Assurance team can begin testing it as soon as possible.
       If the plot skeleton exists only on paper until most of the game
       has been implemented, there may be insufficient time to debug
       the plot. This will add to the cost of development slightly, but
       only a small QA team is needed to test a plot skeleton.
       Tweaking Time Desirable
       If there are any parametric elements to the interactive story
       (especially if there are algorithmic characters) the team should
       have an opportunity to adjust parametrics in the latter stages
       of development. Every project would like to have this 'tweaking
       time', but it is more or less essential for interactive stories.
       Because of the extra costs accrued in pre-production, QA and in
       tweaking time, interactive stories will for the time being be
       constrained to big-budget projects (which can afford extra
       expense) and 'art house games' (those with production values far
       below the mass market expectations). For most projects, which
       are on a tight budget for both time and money, any introduction
       of interactive story elements must be handled with great care.
       Once the decision to include these elements, however, certain
       steps will minimise some of the typical problems:
       Ensure multiple people know plot skeleton
       It is vital that more than one person in the development team is
       familiar with the plot skeleton of the story. Not only will this
       improve the team's overall flexibility within the framework of
       the story, but it will limit the risk of severe delays in the
       event of loss of key personnel (if only one person knows the
       plot skeleton and they quit, the game will be in big trouble!)
       Make sure all uses of locations known
       The game designer (or story designer) must ensure that the
       producer (or game designer) provides a summary of all the times
       a location is used, and for what reason. Interactive stories are
       likely to reuse locations, and the artists and programmers must
       know everything that a location will be used for if they are to
       do their jobs to the best of their abilities.
       In addition to avoiding the pitfalls, certain steps will aid in
       maximising the benefits of an interactive story:
       Record and report all incidentally generated sub-locations
       When artists work at implementing what is required for a
       location, they usually create some 'sub-locations' from their
       own artistic sensibilities in order to make the location look
       right. These extra locations are effectively 'free', and it may
       be worth taking advantage of them. It might be possible to use
       these instead of a different location, or to create a new scene.
       Record dialogue as late as possible
       To provide maximum freedom for minor plot restructuring and
       additional scenes, translate and record dialogue at a late point
       in the project. A good rule of thumb for all computer games
       scripts is 'write early, record late'. Try to get the script
       written as soon as the main details have been locked down, but
       hold off recording with voice actors (and translating to other
       languages) until the latest, safe point in the development
       cycle.
       Finally, it is worth looking at a few issues that affect
       marketing:
       Hype new technology
       Take advantage of any non-linearity or interactive narrative
       elements as PR opportunities. Few games have them, so make sure
       that marketing know that this game has genuine unique selling
       points (USPs), rather than fairly familiar selling points.
       Educate the Audience
       It is important to ensure that the appropriate target
       demographics are aware of their freedom to choose in the game.
       As above, this will act as a selling point, but also it will
       improve word of mouth promotion after game is released which can
       make a big difference in the long term sales potential of the
       game, and of any brand that it creates.
       With a little forethought and care, interactive stories can be
       integrated into a game project with minimal overall cost or
       risk, but as ever the games designer must pay attention to the
       many different participants in the game development process if
       they are going to do their job to the best of their ability.
       #Post#: 69--------------------------------------------------
       Re: Foundations of Interactive Storytelling
   DIR By: Pam
       Date: May 31, 2021, 1:09 pm
       ---------------------------------------------------------
       Conclusion
       We have seen how the field of interactive storytelling has grown
       out of the table top role-playing games of the 1970's and
       onwards, and discussed two ways in which interactive
       storytelling is likely to become more widespread over the next
       few decades.
       Interactive plots offer the potential for genuinely non-linear
       narratives, although care must be taken that the design work
       that goes into creating the interactive plot is felt by the
       player. It is easy to put in details that only the games
       designer will appreciate, and this is especially true if an
       interactive plot is used in a long game: few players will replay
       it, so the interactive elements will be largely invisible
       (although the player may enjoy the game more because more of
       their wishes and desires are covered by the game as allowable
       courses of action).
       Dynamic object oriented narratives may provide a means to
       explore interactive plots in a robust and cost-effective manner.
       If they deliver all that is hoped, players will experience a new
       breed of games in which their choices are reflected in the
       development of the story without the game requiring a lot of
       'unseen' material being developed.
       Interactive characters are still at a simplistic stage, but
       affinity systems promise interesting dialogue design
       possibilities in the near future, and field-based approaches (or
       other procedural algorithms) may in themselves present new ways
       of structuring game stories. It may be possible to create a
       dynamic world in which stories create themselves from the
       interactive materials.
       The first games to successfully implement and market high-order
       interactive storytelling will almost certainly found new genres
       and acquire brand dominance of that genre - this is the mass
       market prize for interactive storytelling. For the time being,
       however, we are likely to see interactive stories emerging from
       the fringes of the games industry in niche products and 'art
       house games'.
       Given the attachment to stories that humans display, and the
       sense of satisfaction engendered by a feeling of involvement in
       a story as it develops, it seems likely that interactive
       storytelling will become an increasingly important aspect of
       narrative game design over the next two decades. The time may
       come when even the mass market appreciates the advantage of
       giving players the ability to make meaningful choices within a
       game world.
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