Interactive Storytelling in Games: Next Steps

Gail Carmichael
Gail CarmichaelComputer Science Educator
Interactive Storytelling
in Games: Next Steps
Gail Carmichael

www.gailcarmichael.com
What is a Story?
ACTORS
perform actions
THE WORLD
changes
EVENTS
relate to each other
STORIES:
About people, not things
conflict
Interactivity
Two or more
agents

Respond
properly

Understand
each other
Game + Story:
Why is it Hard?
STORIES:
Linear

GAMES:
Non-Linear
“Divergence from a story's path is
likely to make for a less satisfying
story; restricting a player's
freedom of action is likely to make
for a less satisfying game.”
Greg Costikyan
What should we do?
…puzzle➭story➭puzzle➭story…
https://www.youtube.com/watch?v=IMzmnwWK0dY
https://www.youtube.com/watch?v=sqkJuSV-23U
https://www.youtube.com/watch?v=POjkfLiyWd8
Creativity

>
Technology
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Playable Game
Stories
Sullivan, Anne. The Grail
Framework: Making stories
playable on three levels in CRPGS.
PhD Thesis, 2012.
Playable Story

Meaningful,
Interesting Choices
Player
Quest

Game
World
Interactive Storytelling in Games: Next Steps
Player
Quest

Game
World

Social
Mechanics
http://www.youtube.com/watch?v=zc5QEcWGh1U
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Player
Quest

Game
World

Goal-based
Quests
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Player
Quest

Game
World

Dynamically
Arrange Plot
Points
Interactive Storytelling in Games: Next Steps
Player
Quest

Game
World
Coherent Emergent
Stories
Complete freedom?
No freedom?
Somewhere in the
middle.
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
1

2

3

6

4

5
1

2

3

6

4

5

Example:
Player chosen as hero to
stop threat of a nearby
enemy
1

2

3

6

4

5
1

2

3

4

5

6

Example:

Example:

Learn that nobody has
dared face this enemy
before

Hero previously acquired his
weapon and is too scared to use
it
Satellite Scenes
Available based on player action.
Allow player to choose consumption.
Dynamically modified to fit story.
Interactive Storytelling in Games: Next Steps
Quantifiable
story elements
Desire value of
element
Quantifiable
story elements
Relevance of
element
Scene state: used to tag
scene with info about
how it functions in the
story
Rules to determine
availability of scene
Collection of
quantifiable story
elements used to
calculate scores for
scene nodes
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Max of all scores for quantifiable
story elements in a category (e.g. max
theme relevance), multiplied by
desire value
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Interactive Storytelling in Games: Next Steps
Result:
A strong core story with
additional flexible but relevant
nodes that react to gameplay.
In other words, a coherent emergent story.
Want to know more?

Foundations of Digital Games (April 2014)
Gail Carmichael
www.gailcarmichael.com
Books
- Andrew Glassner’s Interactive Storytelling: Techniques for the 21st
Century
- Chris Crawford’s Chris Crawford on Interactive Storytelling
- Josiah Lebowitz and Chris Klug’s Interactive Storytelling for Games
- Mieke Bal’s Narratology: Introduction to the Theory of Narrative
Other
- Greg Costikyan’s Games, Storytelling, and Breaking the String
-Pohjola M. 2004. “Autonomous Identities: Immersion as a Tool for
Exploring, Empowering and Emancipating Identities” in Montola M.
and Stenros J. (eds.). Beyond Role and Play: tools, toys and theory
for harnessing the imagination. Ropecon ry, Helsinki, 81-96.
-Anne M. Sullivan, THE GRAIL FRAMEWORK: MAKING STORIES
PLAYABLE ON THREE LEVELS IN CRPGS. (PhD thesis)
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Interactive Storytelling in Games: Next Steps