EXPRESSIVE INTELLIGENCE STUDIO Lecture 5 CS148/248: Interactive Narrative UC Santa Cruz School of Engineering www.soe.ucsc.edu/classes/cmps248/Spring2008.

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Presentation transcript:

EXPRESSIVE INTELLIGENCE STUDIO Lecture 5 CS148/248: Interactive Narrative UC Santa Cruz School of Engineering 17 April 2008

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Build it to understand it  Building experimental games necessary for theoretical progress in game studies  Façade as an empirical investigation of the ludology/narratology debate  Resolving tension between game and story  Authoring story structure (mixable progressions)  The wicked nature of game design

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Game studies and game design  A primary goal of game studies is to understand the form and structure of games  Usually accomplished by analyzing existing games  However, existing games sparsely sample design space  Commercial games heavily constrained by market concerns  Theories informed by existing games are at best incomplete and at worst wrong  Theoretically informed construction of experimental games…  Provides a more complete understanding of already sampled regions  Opens up new regions of design space, providing raw material for theoretical and prescriptive advances

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Case study: the ludology vs. narratology debate  The question: can gameplay and narrative combine (to what extent do games and narrative overlap)  Status  Fatigue and malaise (including claims that the debate never took place)  Occasional flare-ups indicate little progress  Our concern is that if pushed, some game scholars would say only “pure” gameplay can offer high-agency  Fundamental tension: agency vs. narrative progression

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Existing games insufficient  Easy to conclude that narrative is incompatible with gameplay from existing commercial games  Canned missions and cut-scenes  Fixed or mildly-branching paths  Can’t develop theories regarding intersection of story and narrative solely from existing points in design space  You can’t make strong statements of what’s impossible without building things; dangerous to be prescriptive

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Façade

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Game reinforcement and feedback  Concrete player actions directly manipulate state  Game state is primarily numeric, relatively simple  The score is directly communicated to the player Run, jump, shoot Position, time, score Game state “Score” (summary state) Game Player

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Story not amenable to simple numeric state Plot structure (global constraints) Tension/Complexity Time Exposition Inciting incident Rising action Crisis Climax Falling action Denouement Characters (consistency, inner life) Personality Emotion Self motivation Change Social relationships Consistency Illusion of life

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Façade as social, dramatic game  Abstract player actions (discourse acts) manipulate social state  Game state is heterogeneous, multi-leveled, symbolic and numeric  Score is indirectly communicated through dramatic performance Praise, bring up topic, flirt Enriched dramatic performance Game state Head game scores Game Abstraction 1 Abstraction 2 Player

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Façade’s social games  Affinity game  Player must take sides in character disagreements  Hot-button game  Player can push character hot-buttons (e.g. sex, marriage) to provoke responses  Therapy game  Player can increase characters’ understanding of their problems  Tension  Not a game, but dramatic tension increases over time and is influenced by player actions (e.g. pushing character hot-buttons can accelerate the tension)

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Multiple, mixable progressions  Each social game, plus tension, forms a mixable progression  A progression consists of  Units of procedural content (e.g. beats, beat goals)  A narrative sequencer that manages the progression and responds to player interaction  Multiple progressions run simultaneously and can intermix

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ The progressions Beat library Beat manager Beat sequencing (overall story + tension) Beat goal sequencing (affinity game) Canonical beat goal sequence Handlers (ABL meta-behaviors) + discourse management Mix-in library Handlers + discourse Global mixins (hot button game) Therapy game similar

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ The atom of performance  Joint dialog behaviors form the atom of performance  Façade consists of ~2500 joint dialog behaviors  Each 1-5 lines of dialog long (5-20 secs)  System sequences these, including transitions between  Most are interruptible  JDBs use ABL’s joint intention framework to coordinate performance

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Local agency  Players get immediate responses  interruption often possible  context-specific more general deflection  emotional  information revealing  Narrative effects  Which topics discussed, info revealed  Current affinity  Increase in tension

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Global agency  Player’s “score”  Pattern of player’s interaction is monitored over time  Player’s response to key moments  Used to modulate beats when possible  Some influence over beat sequencing  More if we had more beats!  Ending beat chosen by calculus and evaluation

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Lessons for game studies  Narrative and agency can be reconciled through intermixable, dynamic progressions  Progressions provide narrative structure at multiple levels  Progression management provides responsiveness to interaction  The narrative is potential – interaction evokes a specific narrative progression  Generative narrative does not require an AI-complete “author in a box”  Combine human authorship and autonomous generation  The “gun-toting Gandhi” problem is a red herring  Constrained action spaces still create agency (just like in games)

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Useful residue of the L. vs. N. debate so far  “Interactive narrative” should mean something  Not enough just to declare all games “narrative” by fiat  For a specific game-story, designers must clarify what they mean by “story”  Pushes on procedurality and agency as the essence of games  Any attempt to combine games and narratives should respect this  But for a design field (like games), theoretical arguments (based, e.g. on theoretical definitions of “narrative” and “game”), will never be sufficient

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Wicked problems  Introduced by Rittel and Weber in context of public policy (1973). ProblemSolution  Lack definitive problem statement  The problem is only understood through looking for a solution

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ The wicked nature of game design  No definitive statement of problem  “Create a game in which you roll a sticky ball around and pick up stuff” does not define a fixed problem statement  No stopping rule  Resource management determines when you stop  Solutions are not correct/incorrect  Games are only judged relative to each other and in a social and economic context  No immediate nor ultimate test of solution  Every game design changes the design space (some subtly, some dramatically)

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Interactive story as a wicked problem  “Integrate narrative and gameplay” is not a well-defined problem  Need to build something to even figure out what the problem is (e.g. “create progressions with both local and global agency”)  Formal definitions of narrative (e.g. structuralist) don’t provide a stopping criteria  Determining whether you’ve built a “high-agency interactive story” is fundamentally audience-centric

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Design and architecture Game An architecture is a machine to think with Player Author

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Interactive story: architectural and design problem  Concepts such as “progression”, “global agency”, “cumulative history”, “discourse acts” are inextricably technical  You must iterate architecture and content to explore new regions of design space  No design-only solution

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Conclusions  Building games is a necessary part of game studies  Need to explicitly sample the design space  Game design is wicked  A priori theorizing or empirical investigation of existing games are insufficient to fully understand the design space  Construction of experimental games can shed light on thorny game studies questions  Example: The ludology vs. narratology debate

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Game Design as Narrative Architecture  Jenkins argues for a middle path in the games/stories debate  Not all games tell stories – for those games, such as Tetris, for which there is no strong narrative component, we need non-narrative terms and concepts  Many games do have narrative aspirations – games explicit tap the narrative residue of previous story experiences (e.g. the Star Wars games tap your memories of the Star Wars story)  Narrative analysis doesn’t need to be prescriptive – he’s not arguing that games must be narrative, but just that (some) games can contain narrative elements  The experience of playing games can’t be reduced to the experience of a story  Games will not tell stories in the same way as other media – “Stories are not empty content that can be ported from one media pipeline to another.”

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Evocative spaces  “The most compelling amusement park attractions build upon stories or genre traditions already well-known to visitors, allowing them to enter physically into spaces they have visited many times before in their fantasies.”  “Arguing against games as stories, Jesper Juul suggests that, "you clearly can't deduct the story of Star Wars from Star Wars the game," whereas a film version of a novel will give you at least the broad outlines of the plot (Juul 1998). This is a pretty old-fashioned model of the process of adaptation. Increasingly, we inhabit a world of transmedia storytelling, one that depends less on each individual work being self-sufficient than on each work contributing to a larger narrative economy.”  “In such a system, what games do best will almost certainly center around their ability to give concrete shape to our memories and imaginings of the storyworld, creating an immersive environment we can wander through and interact with.”

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Enacting stories  “Spatial stories, on the other hand, are often dismissed as episodic -- that is, each episode (or set piece) can become compelling on its own terms without contributing significantly to the plot development, and often the episodes could be reordered without significantly impacting our experience as a whole.”  “Spatial stories are held together by broadly defined goals and conflicts and pushed forward by the character's movement across the map. Their resolution often hinges on the player reaching his or her final destination…”  “The organization of the plot becomes a matter of designing the geography of imaginary worlds, so that obstacles thwart and affordances facilitate the protagonist's forward movement towards resolution.”  “Just as some memorable moments in games depend on sensations (the sense of speed in a racing game) or perceptions (the sudden expanse of sky in a snowboarding game) as well as narrative hooks, Eisenstein used the word "attractions" broadly to describe any element within a work that produces a profound emotional impact, and theorized that the themes of the work could be communicated across and through these discrete elements.”  Micronarratives  “We might describe musicals, action films, or slapstick comedies as having accordion-like structures. Certain plot points are fixed, whereas other moments can be expanded or contracted in response to audience feedback without serious consequences to the overall plot.”

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Embedded narratives  The distinction between story and discourse exists in games as well  The story is recovered through the active work of recovering information distributed across the game space  “…one can imagine the game designer as developing two kinds of narratives – one relatively unstructured and controlled by the player, as they explore the game space; the other prestructured but embedded in the mise-en-scene awating discovery.”  “Game designers might study melodrama for a better understanding of how artifacts or spaces can contain affective potential or communicate significant narrative information. Melodrama depends on the external projection of internal states, often through costume design, art direction, or lighting choices.”

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Emergent narratives  In emergent narratives, the experience is designed to facilitate players in creating their own stories  He argues that The Sims is an example of emergent narrative  Programmatically, Sim needs can come into conflict and have consequences  Sim objects are designed with narrative affordances  What would ludologists say about Jenkin’s assertion that urban design and architecture can be productive of “narratively memorable or emotionally meaningful experiences”?  In designing games to support emergent narrative, the gameworld and rule system should help players create their own narratives

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Internal vs. external mode  In internal mode, the player projects herself as a member of the fictional world  Avatar identification  First-person perspective  In external mode, the player sits above the storyworld, manipulating it from afar  Godlike perspective  Database navigation  A continuous distinction – there can be degrees of distance from the storyworld

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Exploratory vs. ontological mode  In exploratory mode, you can navigate the story like a database, but you can’t make history or change it  Strongly related to embedded narrative; in game design, often the backstory is embedded in the gameworld, available to the player through exploratory mode  In ontological mode, player decisions send the world on different forking paths  A binary distinction – the player either does or doesn’t have an impact on the progression of the narrative

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ External/exploratory  The player sits outside the story, and can explore the story but can’t change it  Strictly discourse-level interaction  Classic hypertext novels are the canonical example  Interestingly, this does not include choose-you-own-adventure books. Choose-your-own-adventure books involve ontological interaction.  Can we think of any game examples of external/exloratory?

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Internal/exploratory  Player is projected into the storyworld, but can not influence the plot  Some examples of internal/exploratory storytelling:  Discovering embedded narratives  Linearized spatial narratives  Point-of-view switching  Spatial navigation to observe simultaneous action

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ External/ontological  Player sits outside of the storyworld, and can cause the story to fork  Related to emergent narratives  Choose-your-own-adventure is an example implemented in hypertext  Simulation games exhibit external/ontological interactivity, but it is unclear to what degree they are narratives (without invoking narrative metaphorically)  Let’s consider Simcity as an external/ontological narrative

EXPRESSIVE INTELLIGENCE STUDIOUC SANTA CRUZ Internal/ontological  Player is projected into the gameworld and can cause the story to fork  The holodeck would be internal/ontological if we could build it  Related to enacted narratives  Action/adventures can provide limited internal/ontological narrative, often coupled with master external/exploratory narrative  Spatial navigation and physical action provide frequent, easily- implementable opportunities for player action  At what point do these actions provide interesting ontological variation?