A storytelling model for educational games

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

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

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  • 1. A Storytelling Model for Educational Games R. Champagnat , G. Delmas, M. Augeraud
  • 2. Outline
    • L3i background
    • Interactive storytelling and games
    • A software architecture for Interactive Storytelling
    • A structure for Interactive Storytelling
    • Examples
    septembre 08 STEG 2008
  • 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
      • G a me for autistic children
    • Projects
      • RobAutiSTIC, FT Autistic
      • PLUG
      • PAVU
    septembre 08 STEG 2008 G ame scenarios and interaction
  • 5. Outline
    • L3i background
    • Interactive storytelling and games
    • A software architecture for Interactive Storytelling
    • A structure for Interactive Storytelling
    • Examples
    septembre 08 STEG 2008
  • 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
  • 9. Outline
    • L3i background
    • Interactive storytelling and games
    • A software architecture for Interactive Storytelling
    • A structure for Interactive Storytelling
    • Examples
    septembre 08 STEG 2008
  • 10. IS game software architecture
    • IS controller
      • Goal
      • Software architecture
    • Key elements
      • The player
      • The game
      • The IS controller
    septembre 08 STEG 2008
  • 11. Outline
    • L3i background
    • Interactive storytelling and games
    • A software architecture for Interactive Storytelling
    • A structure for Interactive Storytelling
    • Examples
    septembre 08 STEG 2008
  • 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
  • 13. A structure for IS
    • Campbell’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
  • 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
  • 15. Extend Campbell (2) septembre 08 STEG 2008
  • 16. Outline
    • L3i background
    • Interactive storytelling and games
    • A software architecture for Interactive Storytelling
    • A structure for Interactive Storytelling
    • Examples
    septembre 08 STEG 2008
  • 17. Example: Monster’s School
    • Game with simple interactions
    • NPC behaviour evolves according to player’s actions and scenario
    septembre 08 STEG 2008
  • 18. G a me model
    • Petri net model of the game
    • Describes how player’s interactions impact the game state
    septembre 08 STEG 2008
  • 19. Example: therapeutic game
    • Adaptative game for autism
    septembre 08 STEG 2008
  • 20. Model
    • State machine
    septembre 08 STEG 2008
  • 21. Conclusion
    • IS a research field
    • Extension of Campbell hero journey
    • IS to improve serious games
    septembre 08 STEG 2008