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Lecture 3 CS148/248: Interactive Narrative

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Title: Lecture 3 CS148/248: Interactive Narrative


1
Lecture 3CS148/248 Interactive Narrative
  • UC Santa Cruz
  • School of Engineering
  • www.soe.ucsc.edu/classes/cmps248/Spring2007
  • michaelm_at_cs.ucsc.edu
  • 12 April 2007

2
Process Intensity
  • Process intensity - term coined by Chris Crawford
  • Refers to the crunch per bit ratio
  • How much processing does the computer do on the
    data?
  • Instantial assets data displayed by computer
  • Sound files
  • Bitmaps
  • Text
  • Animations

3
Instantial assets a temptation
  • When first learning to program, instantial assets
    provide immediate reward
  • For art and humanities students, might feel more
    safe
  • But, instantial assets
  • Dont make use of the unique properties of
    computational media
  • Limit possibilities for interaction
  • Create an authorial bottleneck
  • Are computationally opaque

4
The essence of the medium
  • The essence of the computer as a representational
    medium is not
  • Intervention in the production or display of 3
    dimensional forms or visual imagery (tools)
  • Interaction with a participant/observer
    (interactivity)
  • Control of electro-mechanical devices
    (installation)
  • Mediation of signals from distant locations
    (communication)
  • The essence of the computer as a medium is
  • Computation, processes of mechanical manipulation
    to which observers can ascribe meaning

5
The conversation model of interaction
  • Listen what is the range of possible utterances
    (verbs) provided to the player?
  • Think how deeply does the system process the
    players utterance (understanding)?
  • Speak what is the range and complexity of the
    systems responses to its understanding of the
    players utterance?
  • Interaction is a combination of the depth of the
    listen/think/speak loop and the speed of the loop

6
Instantial assets limit interaction
  • More degrees of interactive freedom require more
    complexity of response
  • As the interactor can say more, the program needs
    to be able to think and speak more
  • Responses generated from instantial assets
  • Limit response to combinations of assets
  • Require more assets as the range of response
    grows
  • Can be an authorial bottleneck
  • Instantial design tends to limit interaction or
    collapse response

7
Computational opacity
  • The meaning of instantial assets are opaque to
    code
  • Example code that triggers video clips cant
    reason about or manipulate the meaning of the
    clips
  • This opacity limits the codes ability to
    resequence these assets in meaningful and
    interesting ways
  • Assets must be designed for sequencibility or
  • Assets must be opened-up to the code

8
But instantial assets arent bad
  • Can tap into rich meaning systems
  • Complex connotations, emotional flavor
  • We dont know how to procedurally generate rich
    instantial assets
  • This can quickly become an AI complete problem
  • Purely procedural work may be overly abstract
  • Need to appropriately balance the use of
    instantial assets and procedurality
  • Develop strategies for manipulation of instantial
    assets

9
Two analytic frameworks
  • Laurel (1986, 1992) Aristotelian theory of
    interactive drama
  • Structural what are the pieces of an
    interactive dramatic experience?
  • Murray (1998) the pleasures of interactive story
  • Experiential what does an interactive story
    feel like?

10
Laurels treatment of Aristotle
Dramatic properties
Structure
Action (plot)
Enactment Intensity Catharsis Intensity Closure
Character
Thought
Language (Diction)
Material Cause
Pattern
Enactment (Spectacle)
11
Murrays experiential categories
  • Immersion
  • Engagement acceptance of internal logic
  • Transformation
  • Masquerade variety personal transformation
  • Agency
  • Action with effects relating to player intention

12
Combine agency with Aristotelian categories
  • Agency chosen as primary
  • Immersion - engagement and identification
  • Transformation - change in the protagonist
  • Agency not implicit in Aristotelian categories
  • How does the category of agency relate to the
    Aristotelian categories

13
Structural prerequisites for agency
Plot Constraints
Action (plot)
Player character
Inferred Formal Cause
Thought
Player intention
Language (Diction)
Material Cause
Material for action
Pattern
Enactment (Spectacle)
Maximize agency when material and plot
constraints are balanced
14
Classic adventure game
Plot Constraints
Action (plot)
Player character
Thought
Language (Diction)
Material for action
Pattern
Enactment (Spectacle)
15
Modern storygame (RPG and openworld)
Plot Constraints
Action (plot)
Player character
Thought
Language (Diction)
Material for action
Pattern
Enactment (Spectacle)
16
Example Classic FPS
Plot Constraints
Action (plot)
Player character
Thought
Language (Diction)
Material for action
Pattern
Enactment (Spectacle)
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