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  1. Ergodic Characters

    While much of the attention towards ergodic fiction has been focusing on plot (either dynamic or multiple-path), its characters still lack complexity and expressiveness. In this paper we will explore two different techniques to face this problem.

    One major issue in videogames is the lack of personality in user-controlled characters. In other words, the author of a videogame cannot give a deep personality to her character, because the user will be the one who will control it. For example, you cannot design a melancholic, non-violent character, if there is a knife available in the environment. Many users would just take the knife and start a Doom-like game, turning the originally pacifist character into a serial killer. The designer can obviously prevent the user from manipulating harmful objects. However, through this arbitrary rule, users will see their freedom limited. This would also diminish the environment's coherence: why some objects can be manipulated and other cannot?

    Scott Rettberg - 19.01.2013 - 13:24

  2. Game-Based Digitally Mediated Narrative Construction

    There are various ways of constructing a short story or a novel ranging from detailed planning of characters, back story, and plot before beginning to write to fluid writing. Somewhere in the middle, but near fluid writing, is the approach taken by the late television writer Sydney Sheldon who visualized the flow of the story and narrated what he saw and heard to a secretary. The paper surveys practices in narrative construction both current and speculative, such as a possible future use of advanced functional brain imaging, but emphasizes a particular game-based approach currently being attempted in a pilot project.

 At the Virtual Environments Lab researchers are developing a system that generates a text based on game play. The game has two purposes: entertainment for the player and generation of a work of fiction that describes the experiences of the player. Many of the characters and situations come from Through the Looking Glass. The player character, as Alice, explores an 8x8 grid and interacts with non player characters. The NPCs ask questions, and the PC gives free response answers. The PC can also ask the NPCs questions.

    Audun Andreassen - 10.04.2013 - 13:09

  3. Cyberdrama

    Pat Harrigan and Noah Wardrip-Fruin introduce Cyberdrama, the first section of First Person.

    Andre Lund - 26.09.2017 - 13:23