wk 7: keyword "interactive"

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    Interactive

    Storytellingor

    Wait I thought we talked about story lastweek, is there a difference or something?

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    D1 15% of your grade explainedRubric 20% for each proficiencyAWK means your sentence was too awkwardfor a formal paper Lame means some element of the game waslame not you (probably)I can haz korect your gramar and speelingsDespite giving you a link and multiple warningssome still messed up the internal citations andbibliography next time I wont be so kind (youhave been warned!)

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    The term was allegedly coined by veteran gamedesigner Chris Crawford, a main proponent and

    developer and creator of storytron.com who definesinteractive storytelling as:

    "a form of interactive entertainment in which the player plays the role of the protagonist in adramatically rich environment."

    INTERACTIVE STORYTELLING

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    (NOT TO BE CONFUSED WITH)

    INTERACTIVE FICTION

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    Democracy: Fiction or Non-Fiction?

    How reliable are the masses?

    "Ask 100 people to answer a question or

    solve a problem and the average answer willoften be at least as good as the answer of thesmartest member. With most things, theaverage is mediocrity," but, "with decision-making, its often excellence... as if wevebeen programmed to be collectively smart."

    -James SurowieckiThe Wisdom of Crowds

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    THEN: Fireside StoriesThe lost art of the Bard

    http://www.youtube.com/watch?v=4L7VTH8ii_8

    [Greek] poems followed a strict meter dactylichexameter 18 syllables per line with special stress. Theywere highly formulaic, including epithets (gray-eyedgoddess Athena), familiar scenes (banquets, funerals),and traditional stories (the Trojan War). What literaryscholars discovered is that these rigid structures permittedHomer and other bards the ability to deliver epic poetry indactylic hexameter while composing in real time during arecital performance! Even as these formulae enabledcomposition, they also constrained innovation; as a result,

    these formulae effectively ensured that the content of thepoems changed only minimally across generations.

    http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdf

    http://www.youtube.com/watch?v=4L7VTH8ii_8http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdfhttp://www.youtube.com/watch?v=4L7VTH8ii_8http://wisdomtools.com/documents/HCII2005-Siegel-final4.pdfhttp://www.youtube.com/watch?v=4L7VTH8ii_8
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    NOW: Self-Publishing

    http://www.thisisby.us/http://www.webook.com/

    http://www.lulu.com/

    http://www.thisisby.us/http://www.webook.com/http://www.lulu.com/http://www.lulu.com/http://www.webook.com/http://www.webook.com/http://www.webook.com/http://www.thisisby.us/http://www.thisisby.us/http://www.thisisby.us/
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    Not to mentionRPGs

    Role Play

    or Roll Play?

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    Secrets of Interactive Storytelling By Ernest W. Adams

    (No longer available online retrieved via google cache from www.next-gen.biz

    Granularity refers to the frequency with which agame switches back and forth betweeninteractive material and narrative, non-interactive material.

    A game like StarCraft has large granularity. You play a whole mission, lasting anywhere from 20 minutes to a couple of hours, before you get any more story.

    STRONGLY RELATED: http://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htm

    mailto:[email protected]://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://www.next-gen.biz/mailto:[email protected]:[email protected]:[email protected]
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    Linear Stories

    Story with either with large granularity(StarCraft) or small granularity (Half-Life).The story is on a rail. Nothing the player does can change the future. He can endthe game prematurely by losing, but thats

    all. The story only has one ending.

    Secrets of Interactive Storytelling By Ernest W. Adams

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Branching StoriesIn these, the player's decisions, or sometimes his skill atovercoming challenges, determines how the plot linebranches.

    The more frequently this occurs, and the more optionshe has at each branch point, the more material thedesigner has to create. The story can have multipleendings.

    The classic example was Wing Commander III, a large-granularity game whose plot lines branched dependingon how well you did at the combat missions you flew.

    Secrets of Interactive Storytelling By Ernest W. Adams

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Foldback / Multilinear StoriesThe story branches out for a while, buteventually it returns to an inevitable event

    that the player has to pass through nomatter what. Then it branches again, beforefolding back to another inevitable event.This is the traditional adventure gamestructure, and they usually have only oneending.

    Secrets of Interactive Storytelling By Ernest W. Adams

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Linear Stories W/ Optional Side Quests

    The RPG solution. The overall quest islinear, but in the meantime the player has

    the option to take a ton of side questssubplots, if you liketo build up his statsenough to let him take on the mainchallenge. He can usually abandon a sidequest without penalty if he wants to.

    Secrets of Interactive Storytelling By Ernest W. Adams

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Emergent StoriesThis means stories that arise out of the core mechanics of thegame, without any narrative (non-interactive) elements or formalorganization. The story is supposed to "just happen."

    Unfortunately, there arent many examples of this. People point toThe Sims, but I see The Sims as more of a story-generation tool than a story-telling game. Players like to make up stories about their Sims, but the players dont really feel as if theyre participating as a character themselves. The only game Ive ever seen that felt as if it really generated emergent stories was one called King of Dragon Pass , which used a database of characters and a

    database of character-agnostic situations to generate a story-likesequence of events. It would mix and match the characters and thesituations to produce new outcomes.

    Secrets of Interactive Storytelling By Ernest W. Adams

    http://www.a-sharp.com/kodp/mailto:[email protected]:[email protected]:[email protected]:[email protected]://www.a-sharp.com/kodp/
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    The point?GAMES are interactive by definition.If its not INTERACTIVE

    make a movie or a book out of it!

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    ***600 Second Break***(Thats 10 minutes, I promise)

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    Interactive Art

    http://improveverywhere.com/2008/03/09/food-court-musical/

    http://improveverywhere.com/2008/03/09/food-court-musical/http://improveverywhere.com/2008/03/09/food-court-musical/http://improveverywhere.com/2008/03/09/food-court-musical/
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    Online Interactive Entertainment

    http://www.thewb.com/ http://www.secondlife.com/

    http://www.spore.com/http://www.worldofwarcraft.com/index. xml

    http://www.thewb.com/http://www.spore.com/http://www.youtube.com/watch?v=T-x-XXtwpgk&eurl=http://video.google.com/videosearch?q=world&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=fihttp://www.spore.com/http://www.youtube.com/watch?v=T-x-XXtwpgk&eurl=http://video.google.com/videosearch?q=world&ie=UTF-8&oe=utf-8&rls=org.mozilla:en-US:official&client=fihttp://www.thewb.com/http://www.youtube.com/watch?v=t_Pz6M9p_Og&eurl=http://secondlife.com/showcase/machinima/http://www.spore.com/http://www.thewb.com/
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    Interactive Advertising

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    http://www.webbyawards.com/webbys/current.php?season=12

    Interactive Advertising

    http://www.youtube.com/watch?v=xcmm_QXbFiY

    http://www.trydrugs.net/

    http://www.subservientchicken.com/

    http://www.youtube.com/watch?v=xcmm_QXbFiYhttp://www.trydrugs.net/http://www.subservientchicken.com/http://www.trydrugs.net/http://www.subservientchicken.com/http://www.youtube.com/watch?v=xcmm_QXbFiYhttp://www.subservientchicken.com/http://www.trydrugs.net/http://www.youtube.com/watch?v=xcmm_QXbFiY
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    Interactive Interface

    http://vimeo.com/1561578http://labs.mozilla.com/2008/08/introducing-ubiquity/

    http://vimeo.com/1561578http://vimeo.com/1561578http://vimeo.com/1561578
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    Interactive Reality

    geocaching.com

    Augmented Reality

    http://www.globaltestmarket.com/

    http://video.google.com/videoplay?docid=6523761027552517909&hl=en

    http://www.globaltestmarket.com/http://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://www.geocaching.com/http://www.globaltestmarket.com/http://video.google.com/videoplay?docid=6523761027552517909&hl=enhttp://www.globaltestmarket.com/
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    HW:READ "Interactive Narratives Revisited" linked onthe blog,

    D2 Proposal (part 1) is due next wk! (Mar 4)

    OPTIONAL READING: Glassner'sINTERACTIVE STORYTELLING Pages IX-XIII,and 1-51 (thanks to google preview!)

    http://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htmhttp://books.google.com/books?id=Pkku-bapISwC&dq=glassner+interactive+storytelling&printsec=frontcover&source=bn&hl=en&ei=idWkSb7PKYOftwePmpHZBA&sa=X&oi=book_result&resnum=4&ct=resulthttp://books.google.com/books?id=Pkku-bapISwC&dq=glassner+interactive+storytelling&printsec=frontcover&source=bn&hl=en&ei=idWkSb7PKYOftwePmpHZBA&sa=X&oi=book_result&resnum=4&ct=resulthttp://www.designersnotebook.com/Lectures/Interactive_Narratives_Revisit/body_interactive_narratives_revisit.htm
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