Presentation Transcript
Interactive Storytelling for Multiple Media: Interactive Storytelling for Multiple Media Tools and Limitations
Dallas Dickinson
November 1, 2006
Austin Community College
Who I Am and Why You Should Care: Who I Am and Why You Should Care Dallas Dickinson, Director of Production, Caliber Games
Educated as a playwright
Wrote/produced children’s theatre for Disney
Wrote/produced several film shorts
Designed/produced lots of casual games for Sony Online
Produced MMOGs Planetside and Star Wars Galaxies
All of these are VERY DIFFERENT media for a writer to tackle
Some Storytelling Forms: Some Storytelling Forms Oral (yay,Homer!)
Theatrical, aka Oral Plus Props (yay, Greeks!)
Various written forms, from the Novel to the Short Story to the Poem
No feedback, except from editors
Radio, aka Oral Plus Sound FX
Film and TV
Also very little feedback, but at least multi-episode TV shows can react, slowly, to the audience
Interactive (Computers are the future!)
So What About These “Computor” Games?: So What About These “Computor” Games? Single player games have one set of challenges
Multiplayer games have others
Is the goal to “make it feel like a movie?”
Or is the goal something else entirely?
Can we teach through story in games?
What about world domination?
History of Storytelling in Computer Games: History of Storytelling in Computer Games 1966: ELIZA
First Interactive Fiction (loosely defined)
Turing Test!
User-Generated Content = Holy Grail
1975: Colossal Cave Adventure
First text adventure game
1977: Zork
Refined the genre, added a significant storyline (both a history and a plot for the game)
1978: Essex MUD
First multi-user dungeon, precursor to today’s MMOGs
History of Storytelling in Computer Games: History of Storytelling in Computer Games 1981: Ms. Pac-Man
Cut scenes!, kind of
1981: Ultima I
One of the first RPGs
Standard “Hero’s Journey” backstory and plot
1983: Planetfall
Floyd’s sacrifice = real empathy
1984: King’s Quest
3rd person narrative
History of Storytelling in Computer Games: History of Storytelling in Computer Games 1987: Maniac Mansion
LucasArts knows a thing or two about story
Multiple character choices and endings
Lots of Cut Scenes
1991: Wing Commander II
Extensive Cut Scenes and real Voice Actors
1992: Alone in the Dark
Superfine cinematic music
1993: Myst
Detailed (approaching photorealistic) world
Goal is explicitly “to figure out the story”
History of Storytelling in Computer Games: History of Storytelling in Computer Games 1995: Command and Conquer
Extensive voice-over
1996: Resident Evil
In-engine cut scenes
Survival/horror genre (Alone in the Dark came first)
1997: Ultima Online
One of the first MMOGs
User-generated content still = Holy Grail
History of Storytelling in Computer Games: History of Storytelling in Computer Games 1998: Half-Life
Tight narrative in a FPS
Linear, string-of-pearls structure
Extensive use of cut-scenes
Lots of foreshadowing
1998: Baldur’s Gate
Generally linear storyline (string-of-pearls) but with extensive side-quests and flavor stories
Gives the impression of a deeper world
2000: The Sims
Create-your-own-story hits the mainstream
History of Storytelling in Computer Games: History of Storytelling in Computer Games 2001: Max Payne
Playable flashbacks/dreams
Bullet-time is both a feature and a storytelling tool
2001: GTA III
Same as Baldur’s Gate, but more refined and with hookers
2004: Doom 3
Best use of environment/mood/lighting yet
2004: Everquest 2
Full VO in an MMOG - yikes!
2004: World of Warcraft
Extensive story-based quests with scripted emotion animations
Some Storytelling Tools : Some Storytelling Tools Action
Character
Conflict
Conversation
Exposition
Emotion
Environment
Foreshadowing Focus
Genre
History
Mood
Point of View
Setting
Subplots
Tone
What Makes Interactive Storytelling Different? : What Makes Interactive Storytelling Different? Branching
Choices
“Bushiness”
Feedback (what the audience does/says)
AI Behavior
Mutable or Unpredictable Player Goals
This all adds up to…
Authors Giving Up Control: Authors Giving Up Control So how do you tell a compelling story without keeping control?
Let players create their own stories?
Give up control at points, but eventually return to the string-of pearls?
Create extensive AI systems that can react to a HUGE variety of feedback actions?
Other ideas?
This is Even Harder in an MMOG: This is Even Harder in an MMOG Multiple players/audience members
Whose story is it?
Griefers
If they can disrupt a story, they will
More loss of control
What is the player looking at?
No flashbacks, no slo-mo, no pause button
So What Can We Do?: So What Can We Do? Try desperately to control the story
Many online games do this with lots of “Private Instanced” content
It’s easier in single-player games
Create games where story isn’t just the glue sticking objective-based gameplay sections together
What about games where the only point is to interact emotionally with characters?
Is the goal to Be Like the Movies, or Not?
Some People Who Are Working On the Problem: Some People Who Are Working On the Problem Chris Crawford and “Storytron”
http://www.storytron.com/
Online Alchemy and “Dynemotion”
http://www.onlinealchemy.com/AITech.asp
Scott McCloud “The Story Machine”
http://www.scottmccloud.com/inventions/machine/machine.html
And the Producer Shows Up to Make People Sad: And the Producer Shows Up to Make People Sad Voiceover and Cut-scenes are expensive
Both in terms of dollars and time
However, we *think* that we understand how they work
The more complex and “unpredictable” your story is, the harder it is to test
Not just for bugs, but for Fun and Quality
The reason we follow the Movie mentality is that we know it works
Business is ruled by fear and uncertainty
Some crazy person is going to have to pull a Will Wright and build a new kind of game