Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point: “What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems?” I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that 1. many of the creators of the systems I would talk about would be in the very same room, and 2. the talk was supposed to be inspirational and seed conversations for the workshop. So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I can’t see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. I’m thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving. The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html