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Interactive
Storytellingor
Wait I thought we talked about story lastweek, is there a difference or something?
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D1 15% of your grade explainedRubric 20% for each proficiencyAWK means your sentence was too awkwardfor a formal paper Lame means some element of the game waslame not you (probably)I can haz korect your gramar and speelingsDespite giving you a link and multiple warningssome still messed up the internal citations andbibliography next time I wont be so kind (youhave been warned!)
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The term was allegedly coined by veteran gamedesigner Chris Crawford, a main proponent and
developer and creator of storytron.com who definesinteractive storytelling as:
"a form of interactive entertainment in which the player plays the role of the protagonist in adramatically rich environment."
INTERACTIVE STORYTELLING
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(NOT TO BE CONFUSED WITH)
INTERACTIVE FICTION
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Democracy: Fiction or Non-Fiction?
How reliable are the masses?
"Ask 100 people to answer a question or
solve a problem and the average answer willoften be at least as good as the answer of thesmartest member. With most things, theaverage is mediocrity," but, "with decision-making, its often excellence... as if wevebeen programmed to be collectively smart."
-James SurowieckiThe Wisdom of Crowds
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THEN: Fireside StoriesThe lost art of the Bard
http://www.youtube.com/watch?v=4L7VTH8ii_8
[Greek] poems followed a strict meter dactylichexameter 18 syllables per line with special stress. Theywere highly formulaic, including epithets (gray-eyedgoddess Athena), familiar scenes (banquets, funerals),and traditional stories (the Trojan War). What literaryscholars discovered is that these rigid structures permittedHomer and other bards the ability to deliver epic poetry indactylic hexameter while composing in real time during arecital performance! Even as these formulae enabledcomposition, they also constrained innovation; as a result,
these formulae effectively ensured that the content of thepoems changed only minimally across generations.
http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdf
http://www.youtube.com/watch?v=4L7VTH8ii_8http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdfhttp://www.youtube.com/watch?v=4L7VTH8ii_8http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdfhttp://www.youtube.com/watch?v=4L7VTH8ii_88/14/2019 Wk 7: Keyword "Interactive"
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NOW: Self-Publishing
http://www.thisisby.us/http://www.webook.com/
http://www.lulu.com/
http://www.thisisby.us/http://www.webook.com/http://www.lulu.com/http://www.lulu.com/http://www.webook.com/http://www.webook.com/http://www.webook.com/http://www.thisisby.us/http://www.thisisby.us/http://www.thisisby.us/8/14/2019 Wk 7: Keyword "Interactive"
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Not to mentionRPGs
Role Play
or Roll Play?
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Secrets of Interactive Storytelling By Ernest W. Adams
(No longer available online retrieved via google cache from www.next-gen.biz
Granularity refers to the frequency with which agame switches back and forth betweeninteractive material and narrative, non-interactive material.
A game like StarCraft has large granularity. You play a whole mission, lasting anywhere from 20 minutes to a couple of hours, before you get any more story.
STRONGLY RELATED: http://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htm
mailto:[email protected]://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.next-gen.biz/mailto:[email protected]:[email protected]:[email protected]8/14/2019 Wk 7: Keyword "Interactive"
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Linear Stories
Story with either with large granularity(StarCraft) or small granularity (Half-Life).The story is on a rail. Nothing the player does can change the future. He can endthe game prematurely by losing, but thats
all. The story only has one ending.
Secrets of Interactive Storytelling By Ernest W. Adams
mailto:[email protected]:[email protected]:[email protected]:[email protected]8/14/2019 Wk 7: Keyword "Interactive"
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Branching StoriesIn these, the player's decisions, or sometimes his skill atovercoming challenges, determines how the plot linebranches.
The more frequently this occurs, and the more optionshe has at each branch point, the more material thedesigner has to create. The story can have multipleendings.
The classic example was Wing Commander III, a large-granularity game whose plot lines branched dependingon how well you did at the combat missions you flew.
Secrets of Interactive Storytelling By Ernest W. Adams
mailto:[email protected]:[email protected]:[email protected]:[email protected]8/14/2019 Wk 7: Keyword "Interactive"
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Foldback / Multilinear StoriesThe story branches out for a while, buteventually it returns to an inevitable event
that the player has to pass through nomatter what. Then it branches again, beforefolding back to another inevitable event.This is the traditional adventure gamestructure, and they usually have only oneending.
Secrets of Interactive Storytelling By Ernest W. Adams
mailto:[email protected]:[email protected]:[email protected]:[email protected]8/14/2019 Wk 7: Keyword "Interactive"
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Linear Stories W/ Optional Side Quests
The RPG solution. The overall quest islinear, but in the meantime the player has
the option to take a ton of side questssubplots, if you liketo build up his statsenough to let him take on the mainchallenge. He can usually abandon a sidequest without penalty if he wants to.
Secrets of Interactive Storytelling By Ernest W. Adams
mailto:[email protected]:[email protected]:[email protected]:[email protected]8/14/2019 Wk 7: Keyword "Interactive"
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Emergent StoriesThis means stories that arise out of the core mechanics of thegame, without any narrative (non-interactive) elements or formalorganization. The story is supposed to "just happen."
Unfortunately, there arent many examples of this. People point toThe Sims, but I see The Sims as more of a story-generation tool than a story-telling game. Players like to make up stories about their Sims, but the players dont really feel as if theyre participating as a character themselves. The only game Ive ever seen that felt as if it really generated emergent stories was one called King of Dragon Pass , which used a database of characters and a
database of character-agnostic situations to generate a story-likesequence of events. It would mix and match the characters and thesituations to produce new outcomes.
Secrets of Interactive Storytelling By Ernest W. Adams
http://www.a-sharp.com/kodp/mailto:[email protected]:[email protected]:[email protected]:[email protected]://www.a-sharp.com/kodp/8/14/2019 Wk 7: Keyword "Interactive"
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The point?GAMES are interactive by definition.If its not INTERACTIVE
make a movie or a book out of it!
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***600 Second Break***(Thats 10 minutes, I promise)
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Interactive Art
http://improveverywhere.com/2008/03/09/food-court-musical/
http://improveverywhere.com/2008/03/09/food-court-musical/http://improveverywhere.com/2008/03/09/food-court-musical/http://improveverywhere.com/2008/03/09/food-court-musical/8/14/2019 Wk 7: Keyword "Interactive"
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Online Interactive Entertainment
http://www.thewb.com/ http://www.secondlife.com/
http://www.spore.com/http://www.worldofwarcraft.com/index. xml
http://www.thewb.com/http://www.spore.com/http://www.youtube.com/watch?v=T-x-XXtwpgk&eurl=http://video.google.com/videosearch?q=world&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=fihttp://www.spore.com/http://www.youtube.com/watch?v=T-x-XXtwpgk&eurl=http://video.google.com/videosearch?q=world&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=fihttp://www.thewb.com/http://www.youtube.com/watch?v=t_Pz6M9p_Og&eurl=http://secondlife.com/showcase/machinima/http://www.spore.com/http://www.thewb.com/8/14/2019 Wk 7: Keyword "Interactive"
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Interactive Advertising
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http://www.webbyawards.com/webbys/current.php?season=12
Interactive Advertising
http://www.youtube.com/watch?v=xcmm_QXbFiY
http://www.trydrugs.net/
http://www.subservientchicken.com/
http://www.youtube.com/watch?v=xcmm_QXbFiYhttp://www.trydrugs.net/http://www.subservientchicken.com/http://www.trydrugs.net/http://www.subservientchicken.com/http://www.youtube.com/watch?v=xcmm_QXbFiYhttp://www.subservientchicken.com/http://www.trydrugs.net/http://www.youtube.com/watch?v=xcmm_QXbFiY8/14/2019 Wk 7: Keyword "Interactive"
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Interactive Interface
http://vimeo.com/1561578http://labs.mozilla.com/2008/08/introducing-ubiquity/
http://vimeo.com/1561578http://vimeo.com/1561578http://vimeo.com/15615788/14/2019 Wk 7: Keyword "Interactive"
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Interactive Reality
geocaching.com
Augmented Reality
http://www.globaltestmarket.com/
http://video.google.com/videoplay?docid=6523761027552517909&hl=en
http://www.globaltestmarket.com/http://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://www.geocaching.com/http://www.globaltestmarket.com/http://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://www.globaltestmarket.com/8/14/2019 Wk 7: Keyword "Interactive"
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HW:READ "Interactive Narratives Revisited" linked onthe blog,
D2 Proposal (part 1) is due next wk! (Mar 4)
OPTIONAL READING: Glassner'sINTERACTIVE STORYTELLING Pages IX-XIII,and 1-51 (thanks to google preview!)
http://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://books.google.com/books?id=Pkku-bapISwC&dq=glassner+interactive+storytelling&printsec=frontcover&source=bn&hl=en&ei=idWkSb7PKYOftwePmpHZBA&sa=X&oi=book_result&resnum=4&ct=resulthttp://books.google.com/books?id=Pkku-bapISwC&dq=glassner+interactive+storytelling&printsec=frontcover&source=bn&hl=en&ei=idWkSb7PKYOftwePmpHZBA&sa=X&oi=book_result&resnum=4&ct=resulthttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htm8/14/2019 Wk 7: Keyword "Interactive"
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