a storytelling model for educational games
DESCRIPTION
R. Champagnat presentation at STEG'08 conference (Maastricht, sept 16)TRANSCRIPT
A Storytelling Model for Educational Games
R. Champagnat,
G. Delmas, M. Augeraud
septembre 08 STEG 2008 2
Outline
• L3i background• Interactive storytelling and games• A software architecture for Interactive
Storytelling• A structure for Interactive Storytelling• Examples
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L3i background (1)
• ImagIN research team : Digital Interaction and Image
• Interactive Storytelling (Software Engineering point of view)– Model and design– Management (control) of player’s
behaviour– Adapt the unfolding of the activity
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L3i background (2)
• Fields of interest– Interactive Storytelling games– Game for autistic children
• Projects – RobAutiSTIC, FT Autistic– PLUG– PAVU
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Game scenarios and interaction
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Outline
• L3i background• Interactive storytelling and games• A software architecture for Interactive
Storytelling• A structure for Interactive Storytelling• Examples
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IS and game
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Final Fantasy series:
- Elaborated scenario
- no control of the narrative
The Sims:
- Complete freedom
- No scenario but a succession of independent events.
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Scenario oriented
• The game is based on a prewritten scenario.
• The game monitors player’s behaviour and prevents him from breaking storyline.
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Emergent narrative
• No story written, but a game full of autonomous agents (characters).
• The story emerges from a sequence of interaction between the player and agents.
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Outline
• L3i background• Interactive storytelling and games• A software architecture for Interactive
Storytelling• A structure for Interactive Storytelling• Examples
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IS game software architecture
• IS controller– Goal– Software architecture
• Key elements– The player– The game– The IS controller
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Outline
• L3i background• Interactive storytelling and games• A software architecture for Interactive
Storytelling• A structure for Interactive Storytelling• Examples
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A structure for IS
• Difficulty to find a conciliation between interactivity and narration.
• Role playing game background• Key ideas:
– Do not control the unfolding but its structure– Dynamic design of the story
• Well suited for learning
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A structure for ISCampbell’s model
Departure: call to adventure
Initiation: road of trials
Return: prove his assimilation of determined notions in order to progress
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Extend Campbell (1)
• Limits of interactivity• Campbell structure for IS game• Requirements
– Two worlds– Key figures and symbolic– Imply the player at every time– Enact every act or choice from the player– Adapt to player’s abilities
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Extend Campbell (2)
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Outline
• L3i background• Interactive storytelling and games• A software architecture for Interactive
Storytelling• A structure for Interactive Storytelling• Examples
Example: Monster’s SchoolGame with simple interactions
NPC behaviour evolves according to player’s actions and scenario
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Game modelPetri net model of the game
Describes how player’s interactions impact the game state
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Example: therapeutic gameAdaptative game for autism
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ModelState machine
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Conclusion
• IS a research field
• Extension of Campbell hero journey
• IS to improve serious games
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