Title: Narrative Space . .
1- Narrative Space
.
. - ______
- Maha Al-Saati
- IAT 811 Computational Poetics
- 9 March 2007
2- I. Classifications of Narrative Spaces
- I. 1. Jenkins Classification of Narrative Spaces
- Jenkins argues that most games focus more on the
world creating, mapping rather the character
psychology or plot development - This follows the 18th century American novel
tradition of exploring worlds rather than
characters psychology - Characters are vehicles for players to navigate
through those worlds - Plot structured causal events presented in the
narrative - Story the viewer's mental construction of the
events (Jenkins, pp.121-122) - Types of Narrative spaces
- Evocative
- Enactive
- Embedded
- Emergent (Jenkins, p.123)
http//www.unabridgedbooks.com/product_info.php/pr
oducts_id/137?osCsidbf62be0a4a40638403a16786b66d3
424
http//www.activewin.com/reviews/software/games/l/
the_longest_journey.shtml
3- Evocative narrative spaces
- Evoke pre-existing narrative associations
- Enhance immersion by building upon familiar
stories already well-known to visitors (Jenkins,
p.123) - communicate a fresh perspective on that story
through the altering of established details
(Jenkins, p. 129)
http//www.legendra.com/art/wallpapers/fiche.php?r
pg257
http//www.avikatz.net/sf/meimad/meim10.htm
http//www.avikatz.net/sf/meimad/meim10.htm
4- B. Enacted Narrative Spaces
- Enact narrative events to provide staging ground
- privilege spatial exploration over plot
development - story plot is structured around the character's
actions/movement through space, to push plot
forward - environment may retard or accelerate that plot
Episodes/sequence of actions/events are loose and
allow player to choose (Jenkins, pp.124-126, 129)
http//www.gamers-globe.com/screenshot/lara-croft-
tomb-raider-legend-multi-005,2.html
http//www.lara-forever.de/images/gallery/Gal_TR2/
gallery_19.htm
5- C. Embedded narrative Spaces
- pre-authored narrative that offers coherence in
plot development - game space becomes a memory palace
- Space and its artifacts embed pre-structured
narrative information - lead the player to decipher and come with
conclusions about a previous event or to suggest
a potential danger just ahead - Player constructs mental maps of the narrative
space and acts accordingly (Jenkins, pp.126-127,
129)
Screen shot from The longest Journey
6- D. Emergent Narrative Spaces
- authoring environment
- players can define their own goals and write
their own stories - players become active agents in constructing
stories - Decisions/choices have consequences
- Stories are shaped during game-play
- game designers are narrative architects rather
than storytellers (Jenkins, p. 129) - Example The Sims
- My comment the narrative emerges from the
characters not the space - characters have a will of their own, desires,
urges, and needs, conflict with each other,
respond emotionally to events in their
environment - Characters do not always submit easily to the
player's control (Jenkins)
http//thesims.uk.ea.com/index.php?class4i143
http//sims.silvertuesday.com/?p47page1
7- E. Combinational narrative spaces (my
interpretation according to Jenkins's
classifications) - Example Neil Youngs Majestic
- Embedded narrative
- Information is embedded in web, faxes, e-mails,
and phone calls - Enacted narrative
- relatively unstructured
- flexible interactivity
- The player's flexibly interacts by retrieving
information - The story structure
- scrambled plots of linear story
- Motivates players to reconstruct the plot through
actions/ exploration - provide a rationale for our efforts to
reconstruct the narrative of past events (Jenkins)
http//www.gamespot.com/pc/adventure/majestic/scre
enindex.html?om_actconvertom_clkgsimage
8- Jenkins suggests making use of Kevin Lynchs
Image of the city - manipulation of the world as means for sensuous
end - each space must have
- poetic and symbolic" potential
- narrative potentials
- enhances activity
- encourages the deposit of a memory trace
- This relates to how he viewed embedded space
earlier as a memory place - (Jenkins, p. 129)
- (my comment) He doesnt clearly say how to use
Lynchs theories
9- I. 2. Nitsches Classification of Narrative
Spaces - Four main approaches for creating space in games
- Designer-created
- Random
- player-created
- Procedural space generation
http//300bucks.ca/news/Jun-29-2005-11.html
- A. Designer-created Spaces
- game content (AI, sounds, game world/spaces,
objects, scripted dialogue, pre-modeled objects,
predefined character behaviors) is pre-fabricated
rather than generated during runtime - Drawbacks
- Fixed/passive game environments
- Optimized for a certain game experience
- Once mastered and fully explored, offers little
or no opportunity for change/repay - Example multi-player-session of Half-Life
- interesting only because of the players spatial
behavior /social interaction - performance has little/no affect on the world
itself (Nitsche)
10- B. Random Level Generators
- Space/new levels are built by combining level
elements such as space sections, objects, and
entities - creates endless levels
- raises replay value and the dynamics of the game
- Drawbacks
- player cannot predict or shape the space
generation - Limited variety
- players agency remains unconnected to the space
generation - Examples Diablo or Rogue
- (Nitsche)
www.game-revolution.com/download/pc/rpg/diablo.htm
http//gr.bolt.com/download/mac/action/rainbow6_ro
gue.htm
11- C. Player-created Spaces (by using developers
tools/ editor programs - create own game worlds or modify existing ones
- Drawbacks
- Influenced by tool developers/designers
- Play and space generation remain separated
(generate space world in external editor,
recompile it, then play it) - Example Second Life
- hybrid approach
- players shape their own space world
- space creation and the exploration is combined
- Drawbacks
- interaction lacks many features of a game
- focused on the creation and maintenance of a
social space (Nitsche)
Screen shot from Half life
Screen shot from Second life
12- D. Procedural Spaces
- players create their own game universe
- players agency affects the procedural world
generation - worlds are not fixed, but flexibly created during
runtime - change experience where the world generation
would merge with the play - Goal of procedural space creation
- Creating space/worlds is not the end goal
- shaping the experiences of users in that space is
the goal - Example
- MojoWorld - fractal-based world generator
- creates visually detailed worlds
- Low interactivity worlds lack active inhabitants
or objects to interact with - Architecture
- virtual cityscapes generated by algorithms
- abstract liquid architecture
- illustrative structures with little or no
interactive ingredients
Screen shot from Mojo World
Screen shot from Mojo World
http//www.artmuseum.net/w2vr/timeline/Novak.html
13- Rescue on Fractalus
- generates 3D fractal-based mountains and valleys
in real-time - world inhabited by enemy forces, pilots to be
rescued - clear interactive and goal-driven game settings
- But simplistic in its presentation form due to
the original platform - Vib-Ribbon
- uses sound to create vector-graphic game levels
that consist of long strings of obstacles - player can provide the music to generate the
world - lack any direct control over the outcome (Nitsche)
http//www.gm-master.com/vb/printthread.php?t2114
8
http//cyan.askee.net/vib20ribbon/pics/pages/vib
20ribbon20background203.htm
14- The Charbitat project
- Background story
- Main character is in a coma/dreamlike state
- Must overcome the obstacles, master ones own
world, balance the elements once again, and
finally leave this borderless dreamscape - Goal
- combine procedural space generation and play
experience - players create the world as they play through it
- no points to win or records to break
- goal-driven exploration and generation of space
- strategy of level generation
- Player creates space by their in-game actions
- It has random elements shaping the terrain and
the positioning of entities and objects - it uses pre-fabricated local objects and some
pre-modeled set pieces - all of these elements are combined in the
procedural space generation - (Nitsche)
Charbitat screenshot, http//egl.gatech.edu/charbi
tat/media.html
Charbitat screenshot, http//egl.gatech.edu/charbi
tat/media.html
15- Two questions for procedural space creation
- Context
- designer-created worlds provide control over
- possible story developments
- tightly structures player experience
- generating space does not mean that this space
makes sense or has any meaning or value to the
player - How can we fill these endless virtual procedural
playgrounds with significance and context? - Possible solutions
- Add structure, motivation, and direction to the
players actions - Example key-lock puzzle generator
- introduces procedurally generated basic quest
elements that can be spawned in the generated
worlds - encounter basic keylock tasks that send them on
the search for a key (a solution) to overcome a
designated lock (a threshold) - (Nitsche)
16- Orientation
- Navigating in a potentially endless space is a
challenging task - arrange entities within each individual tile of
the game world, but also provides for larger,
overarching structures that span over multiple
sections - Rivers, cliffs, walls, and roads are elements
that continue seamlessly from one tile to another
and can form obstacles and landmark features. - Possible solutions
- Kevin Lynchs The image of the city
- combination of local elements and larger entities
(paths, edges, districts, nodes, landmarks) - landmark are significant and work as thresholds
in the quest - Rivers, for example, remain thresholds or
obstacles until the player finds the swim key - It is such a combination of generated space and
inherent meaning for action that provides a wide
spectrum for more work - (Nitsche)
17- I. 3 Scharfe/ Ryans Possible worlds Narratology
- The exists a number of possible, but not actual,
worlds - Authentic
- Pretended
- F-worlds
- Narrative space
- is the metaphor for mental operations regarding
reading - contains several narrative worlds/ possibilities
- Four authentic worlds according to the mental
capacities of the character - Knowledge World (K-World)
- Obligation World (O-World)
- Wish World (W-World)
- Intend World (I-World )
- (Schärfe)
Screen shot from Dreamfall
www.macworld.com/news/2004/09/30/myst4/index.php
18- Four authentic worlds according to the mental
capacities of the character - Knowledge World (K-World) Epistemic system
- describes characters knowledge of their world
- Operators knowledge, ignorance, and belief
- Obligation World (O-World)Deontic system
- accounts for commitments and prohibitions
resulting from cultural rules and moral
principles - Operators permission, prohibition, and
obligation - Wish World (W-World)axiological system
- individual assigns the predicates good, bad and
neutral to propositions based on personal desires - Operators concepts of goodness, badness, and
indifference - Intend World (I-World )
- describes plans and goals
- Ryans modal structure in the narratology
context - Distinction between the characters knowledge,
obligations, wishes and intentions - Analyze plot structure of narrative (Schärfe)
19- II. Suggestions for interactivity in Narrative
spaces - interactivity must influence the experience of
narrative? - Interactivity actions must be meaningful with
consequences to the users actions - II.1 Narrative Guidance The River Analogy
- Navigation paths should flow like a river so as
not to disrupt immersion - The user is a boat through this river pushed and
pulled by pre-determined water currents - This constraints the users movement through the
space to interesting paths - Separating levels of representation
- ensure smooth interaction and flow
- Ensures the story is told (Galyean)
http//www.cs.ubc.ca/bsd/photos/imgs/Canada/Rocki
es/Tree--Yoho_River.html
20- Levels of representation
- 1. Plot level
- space is structured to guide interaction
- Manipulate presentation /story world differently
to tell the story/accomplish goals no matter how
the user interacts - 2. Presentation level
- User interacts with this level
- Allows freedom for user actions to vary the
experience - Plot adjusts presentation to ensure plot its
points are made - Example
- in a story, getting the character in a car is
essential, no matter how he interacts. - He could either hitchhike
- Get hits, loses consciences and put in the car
- Threatened to get in the car
- In the end he will end up in the car (Galyean)
http//gallery.hd.org/_c/travel/_more2005/_more03/
road-trip-South-Africa-Eastern-Cape-Port-Alfred-to
-Kenton-on-Sea-to-Addo-by-car-13-DHD.jpg.html
21- Qualities of narrative guidance
- Temporal continuity structure
- Story controls/manipulates time and space in
relation to plot and presentation - Events have structured relation to each other
- maintains sense of flow
-
- Continuous interaction
- The narrative presentation should not stop and
wait for users interaction - The interaction should be smooth/continuous input
that influences the story world (Galyean)
22- II.2 Expanding the Narrative Space through
exploratory creativity - Generally, author specifies
- Initial state of story world
- Outcome
- the universe of discourse any world as
potentially infinite - the closed world assumption (CWA) every fact
about the world that is not declared true is, by
default, not true - Bodens taxonomy of creative system distinguishes
between - Exploratory creativity process of searching an
area of conceptual space governed by certain
rules - Transformational creativity process of
transforming the rules and identifying a new
sub-space - extensions to story planning that enable a user
to generate creative stories - story planner can assume creative control over
the description of the story world in which story
is told - story planner can relax the constraints imposed
on it by the authors given model of the story
world (Riedl)
23- A. Escaping the constraints of the initial world
description - Indeterminate/ open world planning
- initial states and facts in story
- A part is determined that is necessary for the
story outcome - A part is left undecided states by the author
- planner has authority to determine the
truth/false of these facts - user defines the initial world state as (a) known
true, (b) known false, and (c) undetermined - Set of possible worlds
- each world in the set differing on their truth
assignments to the undetermined sentences
describing the initial state of the world - the set of possible worlds is reduced every time
a variable is determined (Riedl)
http//forums.guildofgreeters.com/index.php?showto
pic3439
24- Initial state revision (ISR) planning
- ISR checks states to facilitate the story
planning process - causal links/relationship between actions
- each action is satisfied by a causal link that
has consequences - In case of inconsistencies
- planner backtracks and considers a different
alternative way of resolving the flaw - Each action has preconditions that must be known
(true or false) in order to make this action
proceed (Riedl)
Source Story Planning as Exploratory Creativity
Techniques for Expanding the Narrative by Mark O.
RIEDL and R. Michael YOUNG, page. 14
25- Example of ISR Planning algorithm
- World initial states
- secret agent
- starts at the headquarters
- prohibited from traversing from the courtyard to
the lobby while holding a weapon - Mastermind
- starts at the office
- secret agent is weapon, gun1
- exist
- location is undetermined
- outcome world state
- mastermind is not alive
- trace of a single path through the plan search
space. - satisfies the goal condition by having the secret
agent shoot the mastermind with gun1 - In order to shoot the gun, the secret agent must
have the gun - considers all the places the secret agent could
pick up the gun - secret agent pick up gun at location3
- the location of the gun is undetermined
26- Mutual exclusiveness
- Introduces the potential of logical and semantic
inconsistency to the world description - Sentences in the initial world state are mutually
exclusive, meaning that if one is true than the
other cannot be true - Example
- an object cannot be in more than one place at a
time - so when gun at (location 1) is made true, all
other sentences regarding its location elsewhere
are made false to ensure that the gun cannot be
in more than one place at a time (Riedl)
27- B. Relaxing the Constraints of the Story World
- library of operations that story world characters
can perform - constrains the way in which the story world can
be transformed from one state to another through
actions of the characters - Story variables are bound to characters actions
attributes - Conceptually there are two types of
preconditions - Preconditions that constrain the non-changing
attributes of the world - Example
- precondition (violent ?attacker) constrains the
world such that only characters that have the
violent attribute associated with them can
perform the Shoot action - preconditions that constrain the dynamic state of
the world - models the physics of the world and should be
expected to correspond with the audiences
understanding - Example
- (?attacker ?place) and (at ?victim?place) specify
that the attacker and victim must in the same
location at time of attack action (Riedl)
28- IV. Emotional involvement with space
- Narratives include micro narratives such as
- cut scenes
- Actions/events involve characters during play
- Series of micro-narratives shape emotional
experience and build up to the grand narrative
(Jenkins, pp.124-126, 129) - Melodrama
- external projection of internal states
- through costume design, art direction, or
lighting choices - space has been transformed by narrative events
can have powerful feelings of loss or nostalgia
(Jenkins)
Screenshot from Toonstruck, http//www.gametective
.de/screenshots/details/8679.html
Screenshot from Toonstruck, http//www.maniac.de/o
ldhome/reviews/pc/sz/toon/toon.html
- Players can return to a familiar space later in
the game and discover it has been transformed by
subsequent (off-screen) events
29- Sources
- Game Design as Narrative Architecture - by Henry
Jenkins snarrative.html - Narrative Guidance - by Tinsley A. Galyean
nce.pdf - Designing Procedural Game Spaces A Case Study by
Michael Nitsche, Robert Fitzpatrick, Calvin
Ashmore, John Kelly, Will Hankinson, Kurt
Margenau oad/Nitsche_DesigningProcedural_06.pdf - Possible Worlds in Narrative Space by Henrik
Schärfe (Just skim through pages.1-5)
- Story Planning as Exploratory Creativity
Techniques for Expanding the Narrative by Mark O.
RIEDL and R. Michael YOUNG (pages. 1-3
'introduction', pages 11-18 'sections 4-5')