a storytelling model for educational games

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R. Champagnat presentation at STEG'08 conference (Maastricht, sept 16)

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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

3

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

septembre 08 STEG 2008

4

L3i background (2)

• Fields of interest– Interactive Storytelling games– Game for autistic children

• Projects – RobAutiSTIC, FT Autistic– PLUG– PAVU

septembre 08 STEG 2008

Game scenarios and interaction

septembre 08 STEG 2008 5

Outline

• L3i background• Interactive storytelling and games• A software architecture for Interactive

Storytelling• A structure for Interactive Storytelling• Examples

6

IS and game

septembre 08 STEG 2008

Final Fantasy series:

- Elaborated scenario

- no control of the narrative

The Sims:

- Complete freedom

- No scenario but a succession of independent events.

7

Scenario oriented

• The game is based on a prewritten scenario.

• The game monitors player’s behaviour and prevents him from breaking storyline.

septembre 08 STEG 2008

8

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.

septembre 08 STEG 2008

septembre 08 STEG 2008 9

Outline

• L3i background• Interactive storytelling and games• A software architecture for Interactive

Storytelling• A structure for Interactive Storytelling• Examples

10

IS game software architecture

• IS controller– Goal– Software architecture

• Key elements– The player– The game– The IS controller

septembre 08 STEG 2008

septembre 08 STEG 2008 11

Outline

• L3i background• Interactive storytelling and games• A software architecture for Interactive

Storytelling• A structure for Interactive Storytelling• Examples

12

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

septembre 08 STEG 2008

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

septembre 08 STEG 2008 13

14

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

septembre 08 STEG 2008

Extend Campbell (2)

septembre 08 STEG 2008 15

septembre 08 STEG 2008 16

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

septembre 08 STEG 2008 17

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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21

Conclusion

• IS a research field

• Extension of Campbell hero journey

• IS to improve serious games

septembre 08 STEG 2008

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