Transcript
Page 1: Coherent Emergent Stories - GHC13

2013

Coherent Emergent

Stories

Gail Carmichael

Thursday October 3

#GHC13

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Goal: Good videogame stories that react to the player.

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What is a Story?

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ACTORS perform actions

THE WORLD changes

EVENTS relate to each other

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About people, not things STORIES:

conflict

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Interactivity

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Two or more agents

Understand each other

Respond properly

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Game + Story: Why is it Hard?

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STORIES: Linear

GAMES: Non-Linear

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“Divergence from a story's path is likely to make for a less satisfying

story; restricting a player's freedom of action is likely to make

for a less satisfying game.”

Greg Costikyan

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What should we do?

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Complete freedom? No freedom?

Somewhere in the middle.

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Available based on player action. Allow player to choose consumption.

Dynamically modified to fit story.

Satellite Scenes

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Availability via Modifiers

…space, motivation, goals, knowledge, heroism, mood,

tension, relationships, theme, character, setting, story

progression…

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Result:

A strong core story with additional flexible but relevant nodes that react to gameplay.

In other words, a coherent emergent story.

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Gail Carmichael Instructor / PhD Student,

Carleton University www.gailcarmichael.com

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