A presentation I gave at an autumn school on serious games and contemporary AI. I address how playing games is more than just abiding by the rules: the complete interaction with the system is important for the experience.
5. ■ Red skips to the beach.
■ Granny bursts out in tears.
■ Child playing Granny: Because you are leaving me!
■ Hello, says Wolf to Red.
■ Child 1: You have to give him the cake!
■ Child 2: It has to be poisoned first.
■ Child 1: (...) I will do that, alright?
Analysing play
Meta Matters 5/25
6. Perspective × Reference
Meta Matters
Reference
Story Game Reality
Character In-character
utterances and
imitations
In-character about
game elements
In-character about
events outside play
Player Action suggestions
referring to story
Communication
about game aspects
Including real-life
events or objects in
play
Person Observations about
events in story
Observations about
interface, opinions
about game
Communication
about events or
objects outside play
Perspective
6/25
7. ■ First:
■ Discuss system mechanics
■ Complain about interface
■ Later:
■ Planning in story
■ Less about system mechanics
■ Playing is more than just the game itself!
Findings
Meta Matters 7/25
8. ■ “– 100 XP!”
■ Mass Effect 3 controversy:
mismatched expectations
■ People contain multitudes...
Meta-game thinking
Meta Matters 8/25
9. ■ ...so what about virtual agents?
■ In-character vs. out-of-character
The Virtual Storyteller
Meta Matters 9/25
10. ■ Out-of-character thinking about the plot
■ Doing ‘interesting’ actions
■ Limiting actions per story phase
Plot control
Meta Matters
Exposition
Rising
action
Climax
Falling
action
Denouement
10/25
12. ■ Omniscient characters: no deception, no betrayals
■ Limit characters’ perception...
■ ...but how can they plan towards goals?
■ Using assumptions
Perceptions & assumptions
Meta Matters 12/25
14. ■ Agents with emotions
■ Double appraisal
■ Serious ‘game’: player helps character cope
FearNot!
Meta Matters 14/25
15. ■ “All games revolve around learning.” (Erik van der Spek)
■ “Learning starts when the game stops.”
■ Lemniscate Model
Serious games: reflection
Meta Matters
Game Learning
15/25
16. ■ https://www.youtube.com/watch?v=3tOCnd8ZHG8
■ Improving social awareness
■ Interaction with virtual agents
■ Cognitive model for social interaction
LOITER: Interaction with
virtual characters
Meta Matters 16/25
17. ■ Goals? Meta-goals!
■ Learning goals based on theories from social psychology
■ Examples: recognise stance and adopt a stance
■ Feedback for reflection
■ Explainable AI
■ Supports the learning goals
Learning goals & feedback
Meta Matters 17/25
18. ■ (Nordic) live action role play
■ Meta-technique: communicating
out-of-character information
■ Examples: inner monologue,
flashbacks/forwards
Meta-techniques
Meta Matters 18/25
19. ■ Provide insight into characters’ minds
■ Inspiration: thought bubbles
from comics, games
■ Not very intrusive to story flow,
still play/reflect cycle
Meta-technique:
‘Inner monologue’
Meta Matters 19/25
20. ■ Complexity levels of interaction/learning goals
■ Feedback through discussion: explainable AI
■ More intrusive play & reflect cycle
Meta-technique:
‘Act break’
Meta Matters
Part 1
Act
break
Part 2
Act
break
20/25
21. ■ Tutor agents
■ Breaking the 4th wall
Integrating the meta
Meta Matters 21/25
22. ■ Replayability & adaptive difficulty
AI Director
Meta Matters 22/25
23. ■ A game is more than its rules
■ Humans are agents too
■ Design for the whole experience!
Reflections
Meta Matters 23/25
25. Thanks Thanks for
listening!
listening!
Let’s Let’s discuss...
mail j.m.linssen@utwente.nl
blog jmlin.eu/phd
Virtual Storyteller virtualstoryteller.info
IUALL.nl
And they learned happily ever after...
Meta Matters 25/25
26. ■ Theune, M., Linssen, J.M., & Alofs, T. (2013). Acting, Playing or Talking about
the Story: Children’s Communication during Interactive Digital Storytelling. In
Proceedings of the International Conference on Interactive Digital Storytelling.
■ Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., Wapperom, S.,
Broekema, C., & Heylen, D.K.J. (2014). Social Behaviour in Police Interviews:
Relating Data to Theories, in Poggi, I., Vincze, L., & Vinciarelli, A. (eds.)
Conflict and Negotiation: Social Research and Machine Intelligence, Springer,
Berlin.
■ Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play? Meta-techniques
in Serious Games and Their Effects on Social Believability and
Learning. In Proceedings of the Social Believability in Games Workshop.
■ Linssen, J.M., de Groot, T.F., & Theune, M. (2014). Beyond Simulations: Serious
Games for Training Interpersonal Skills in Law Enforcement. In Proceedings of
the International Conference of the European Social Simulation Association.
■ van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014). Adapting the
Complexity Level of a Serious Game to the Proficiency of Players. EAI Endorsed
Transactions on Serious Games, 14(2).
Publications
Meta Matters 26/25
27. ■ Murray, J. H. (1997). Hamlet on the holodeck: The future of
narrative in cyberspace. Simon and Schuster, New York, NY.
■ Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E.,
Fatland, E., Giæver, O. P., … Westlund, A. (2010). Nordic
larp. (J. Stenros & M. Montola, Eds.).
■ Swartjes, I. M. T. (2010). Whose story is it anyway? How
improv informs agency and authorship of emergent narrative.
Centre for Telematics and Information Technology University
of Twente.
■ XKCD.com, comic 1089
References (1/2)
Meta Matters 27/25
28. ■ Aylett, R., Louchart, S., Dias, J., Paiva, A., & Vala, M.
(2005). FearNot! An experiment in emergent narrative. In
Intelligent Virtual Agents (pp. 305–316).
■ Koops, M., & Hoevenaar, M. (2012). Conceptual Change
During a Serious Game: Using a Lemniscate Model to
Compare Strategies in a Physics Game. Simulation &
Gaming, 44(4), 544–561.
References (2/2)
Meta Matters 28/25
29. ■ Mariët Theune, coordinator (2002 – now)
■ Hans ten Brinke, perceptions and assumptions (2014)
■ Thijs Alofs, Interactive Storyteller (2012)
■ Ivo Swartjes, lead designer (2006 – 2010)
■ Pjotter Tommassen, plot control (2009)
■ Nanda Slabbers, language generation (2006)
■ Sander Rensen (2003)
■ Sander Faas (2002)
Virtual Storyteller credits
Meta Matters 29/25
30. ■ D&D picture:
http://www.blastr.com/2010/06/easy_version_of_dd_create.php
■ Community screenshot: http://io9.com/5810498/did-you-hear-about-the-
time-nbc-tried-to-kill-communitys-dd-episode
■ Monopoly: http://chnetwork.org/2013/08/parable-of-the-game-by-marcus-
grodi/
■ Little Red Riding Hood lithograph:
http://www.gutenberg.org/files/11592/11592-h/11592-h.htm
■ Larp picture: Ralf Hüls
■ Left 4 Dead AI director:
http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d
_mike_booth.pdf
Sources
Meta Matters 30/25
Editor's Notes
My background
More results? Examples in cells?
Discovering the story world
D&D anecdote...
Bridge from ISSs to serious games stuff!
https://www.youtube.com/watch?v=3tOCnd8ZHG8; video in folder
Stance picture?
Balance agency in game
Look beyond your own field, use art, sociology, etc.
Try things, don’t be too formal or theoretical, see what kind of crazy stuff your game or system can do
Having said that, I want to thank you all for listening.