Presentation Transcript
Comparing First Generation Drama Engines: Comparing First Generation Drama Engines
What is a “Drama Engine”?: What is a “Drama Engine”? An engine capable of interpreting domain language code to support interaction with dramatically interesting characters
A way to creatively author character AI
A system that supports the self-organization of social contexts in the player’s mind, reflected to some degree in the game
The artistic and commercial future of play
Approaches To A Wicked Problem: Approaches To A Wicked Problem
Storytron: Storytron World is composed of sentences in toy language, together they “generate” a story
Linguistic “Deikto” Interface – Turn-Based
Business model based on subscriptions
No animation, no spatial relationships
Static facial feedback
Special actor “Fate” manages discourse
Characters are defined by bounded (-1,1) floats, traits are constant, perception of traits is variable
Reacting To Verbs Involves Adjusting Variables: Reacting To Verbs Involves Adjusting Variables
Every Way Of Reacting To A Given Verb Is Weighed By Inclination Equations The Author Designs, a Character’s Personality Traits are Taken as Input : Every Way Of Reacting To A Given Verb Is Weighed By Inclination Equations The Author Designs, a Character’s Personality Traits are Taken as Input
Jane Rejects Fred’s Advances, Violence and Gossip Result: Jane Rejects Fred’s Advances, Violence and Gossip Result
I Want To Get In Jane’s Head, So I Open Her Up In The Editor : I Want To Get In Jane’s Head, So I Open Her Up In The Editor
After Adjusting Her Opinion Of Fred Things Go Better: After Adjusting Her Opinion Of Fred Things Go Better
Storytron Limitations: Storytron Limitations Each verb requires a minimum of five scripts per Boolean role, plus one script per variable adjusted and three or five scripts per reaction option
Content demands tend toward limited Local Agency, but powerful Global Agency due to generative recombination
Balancing and debugging potentially staggering due to highly coupled nature of content
Graphically spare front-end limits feedback
Façade’s Architecture: Façade’s Architecture A suite of modules and languages
A high-level “Beat” authoring language
A language for global “Mix-in” behaviors
A language for local “Joint Dialogue” behaviors
A language parser build on top of JESS
A Drama Manager that uses probability at a high level to sequence “Beats”
A Behavioral Language: Core Content Creation Tool: A Behavioral Language: Core Content Creation Tool
Relative Proximity And Facial Expressions Give Feedback On Joint Dialogue Behaviors: Relative Proximity And Facial Expressions Give Feedback On Joint Dialogue Behaviors
Façade’s Architecture's Limitations: Façade’s Architecture's Limitations Learning curve for ABL is steep, authoring environment may improve this
Content is oriented toward rich Local Agency but limited Global Agency, more Beats may balance this by increasing number of generative recombinations
Input and feedback are not always clear, due to limitations of language parsing and system ambiguity
Actors attempts to play off out-of-character inputs rely on a complaint player
Drama Princess: Drama Princess Behavior and Animation Module for 144, a retelling of Little Red Riding Hood
Actors are “empty shells” driven by objects in environment and characterized by a single variable, enthusiasm, which weighs changes in affection for objects
Lack of feedback intentional to emphasize player interpretation
Filters on available behaviors (distance, condition, intimacy, affection) limit actions to a particular context
Uses probability at a low level to mix behaviors
Affection Rises: Affection Rises
Adjusting Enthusiasm : Adjusting Enthusiasm
Relationships Evolve Over Time: Relationships Evolve Over Time
Limitations of Drama Princess: Limitations of Drama Princess Oriented toward free-form play, can’t support goals or strategy
Randomness implies a lack of control, which implies a short-live novelty and little re-play value, though casual players may enjoy it occasionally to relax
Lack of behavioral complexity and language implies shallow social play
Little to no Global Agency
Rocket Heart: Rocket Heart Characters behave in procedurally unique ways and have unique relationships in a goal context
Designed to nest inside more traditional forms of gameplay and interface with game engine
Game actions can alter code for character’s relationship actions
Actions are conducted in context of relationship, but can mismatch to dramatic effect
Hinges on carefully arranged, cascading feedback, based on periodic shifts in relationships and reacting actions
Tactile interface provides context-sensitive options
An Argument Between Rivals: An Argument Between Rivals
Anna: A Shy Romantic: Anna: A Shy Romantic
Rocket Heart Limitations: Rocket Heart Limitations Requires supporting gameplay for involving play complexity
Characters tend toward over-the-top behavior, limiting potential aesthetics to Shogo-sequel theatrics, and potential audiences to the casual web and mobile spaces
Balancing behaviors with game context and other actors is difficult
Tends toward more Local than Global Agency, more strongly than Facade
Conclusions On The Outset Of The First Generation: Conclusions On The Outset Of The First Generation Emergent systems are much faster to create than Generative systems (five months versus five years)
Procedurally unique characters richen Local Agency, while balancing and content limits constrain Global Agency, visa versa for homogenous, data-differentiated characters
Generative systems can provide social play that stands on its own, while emergent systems are augmentative to more traditional forms of play
Once a system has been established and tested, the time involved in producing content becomes much lower than spatial level design in traditional games
Procedural and/or modular art assets make drama game development significantly cheaper than lineated games
What Would Entail A Second Generation Drama Engine?: What Would Entail A Second Generation Drama Engine? Clearly and thematically designed input schemes that are “consistently inconsistent” – matching feedback that can be inferred from character cues to a degree of ambiguity that is balanced with the game
Leveraging of available forms of social feedback (language, gestures, relative proximity, facial expressions, posture) in a complementary suite
Leveraging new forms of input to make context-sensitive verb choices more intuitive and less mechanical (e.g. Wii and PS3 motion sensors)
Successful experimentation with background social simulation to cue characters based on a greater culture, or to allow the player to influence said culture indirectly (candidates include Boid’s algorithm, Memetic algorithm’s driven by authored heuristics)