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Meta Matters in 
Stories and Games 
Jeroen Linssen | PhD student 
Human Media Interaction 
University of Twente 
2014-10-04
■ Different players, different games, different styles 
Intelligent board games 
(cont.) 
Meta Matters 2/25
The game & the experience 
Meta Matters 
Experience 
Bla? 
Bla! 
*(@#*&( 
!!!#@$@ 
Game 
3/25
■ http://vimeo.com/68865491 
The Interactive Storyteller 
Meta Matters 4/25
■ 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
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
■ 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
■ “– 100 XP!” 
■ Mass Effect 3 controversy: 
mismatched expectations 
■ People contain multitudes... 
Meta-game thinking 
Meta Matters 8/25
■ ...so what about virtual agents? 
■ In-character vs. out-of-character 
The Virtual Storyteller 
Meta Matters 9/25
■ 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
■ http://vimeo.com/11836534 
Late commitment 
Meta Matters 11/25
■ Omniscient characters: no deception, no betrayals 
■ Limit characters’ perception... 
■ ...but how can they plan towards goals? 
■ Using assumptions 
Perceptions & assumptions 
Meta Matters 12/25
Meta Matters 13/25
■ Agents with emotions 
■ Double appraisal 
■ Serious ‘game’: player helps character cope 
FearNot! 
Meta Matters 14/25
■ “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
■ 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
■ 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
■ (Nordic) live action role play 
■ Meta-technique: communicating 
out-of-character information 
■ Examples: inner monologue, 
flashbacks/forwards 
Meta-techniques 
Meta Matters 18/25
■ 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
■ 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
■ Tutor agents 
■ Breaking the 4th wall 
Integrating the meta 
Meta Matters 21/25
■ Replayability & adaptive difficulty 
AI Director 
Meta Matters 22/25
■ A game is more than its rules 
■ Humans are agents too 
■ Design for the whole experience! 
Reflections 
Meta Matters 23/25
Take Home Message 
Be μετά
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
■ 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
■ 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
■ 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
■ 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
■ 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

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Meta matters in stories and serious games

  • 1. Meta Matters in Stories and Games Jeroen Linssen | PhD student Human Media Interaction University of Twente 2014-10-04
  • 2. ■ Different players, different games, different styles Intelligent board games (cont.) Meta Matters 2/25
  • 3. The game & the experience Meta Matters Experience Bla? Bla! *(@#*&( !!!#@$@ Game 3/25
  • 4. ■ http://vimeo.com/68865491 The Interactive Storyteller Meta Matters 4/25
  • 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
  • 11. ■ http://vimeo.com/11836534 Late commitment Meta Matters 11/25
  • 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
  • 24. Take Home Message Be μετά
  • 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

  1. My background
  2. More results? Examples in cells?
  3. Discovering the story world
  4. D&D anecdote...
  5. Bridge from ISSs to serious games stuff!
  6. https://www.youtube.com/watch?v=3tOCnd8ZHG8; video in folder
  7. Stance picture?
  8. 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
  9. Having said that, I want to thank you all for listening.