Coherent Emergent Stories - GHC13
-
Upload
gail-carmichael -
Category
Technology
-
view
1.249 -
download
0
description
Transcript of Coherent Emergent Stories - GHC13
2013
Coherent Emergent
Stories
Gail Carmichael
Thursday October 3
#GHC13
C
M
Y
CM
MY
CY
CMY
K
women in tech poster design copy.pdf 1 3/11/13 1:17 PM
2013
2013
Goal: Good videogame stories that react to the player.
2013
What is a Story?
2013
ACTORS perform actions
THE WORLD changes
EVENTS relate to each other
2013
About people, not things STORIES:
conflict
2013
Interactivity
2013
Two or more agents
Understand each other
Respond properly
2013
Game + Story: Why is it Hard?
2013
STORIES: Linear
GAMES: Non-Linear
2013
“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
2013
What should we do?
2013
Complete freedom? No freedom?
Somewhere in the middle.
2013
2013
2013
2013
1 2 3 4 5
6
2013
1 2 3 4 5
6
2013
Available based on player action. Allow player to choose consumption.
Dynamically modified to fit story.
Satellite Scenes
2013
Availability via Modifiers
…space, motivation, goals, knowledge, heroism, mood,
tension, relationships, theme, character, setting, story
progression…
2013
Result:
A strong core story with additional flexible but relevant nodes that react to gameplay.
In other words, a coherent emergent story.
2013
Gail Carmichael Instructor / PhD Student,
Carleton University www.gailcarmichael.com
2013
Got Feedback?
Rate and Review the session using the
GHC Mobile App To download visit www.gracehopper.org