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Combat Systems
Some
combat
systems
are simple




Checkers, 1980
Some
combat
systems
are complex



Advanced Squad Leader,
1985, image by C. Scott
Kippen
Economic Systems
Some
economic
systems
are simple




Super Mario Bros, 1985
Some
economic
systems
are complex




Puerto Rico, 2002
image by Chris Norwood
Our students understand this
Our students understand this
Combat and economic systems are
designed at differing levels of complexity
Our students understand this
Combat    and economic systems are
 designed at differing levels of complexity
They connect to other mechanics in
 differing ways
Our students understand this
Combat    and economic systems are
 designed at differing levels of complexity
They connect to other mechanics in
 differing ways
Important to know the possibilities, and
 make the right choice for your game
Fiction Systems
Fiction systems
Fiction systems




     Karateka, 1984
Fiction systems


                      vs



     Karateka, 1984        Holodeck, never
Simple can work well...
Simple can work well...




     Karateka, 1984
Simple can work well...




     Karateka, 1984   Uncharted 2, 2009
But how do we make
 the fiction playable?
The naive approach...
Event




Event




Event




Event




Event




Event
The naive approach...
Event




Event




                                                                                                                        Event
Event




                                                        Event                                           Event                           Event                                                   Event
Event




                        Event                   Event           Event                   Event           Event                           Event           Event                   Event           Event
Event




Event   Event   Event           Event   Event   Event           Event   Event   Event   Event   Event           Event           Event           Event   Event   Event   Event   Event   Event
The naive approach...
Event




Event




                                                                                                                        Event
Event




                                                        Event                                           Event                           Event                                                   Event
Event




                        Event                   Event           Event                   Event           Event                           Event           Event                   Event           Event
Event




Event   Event   Event           Event   Event   Event           Event   Event   Event   Event   Event           Event           Event           Event   Event   Event   Event   Event   Event
Why CYOA doesn’t work
Why CYOA doesn’t work
If you invest in gold only, turn to page 10.
Why CYOA doesn’t work
If you invest in gold only, turn to page 10.
If you invest in oil only, turn to page 21.
Why CYOA doesn’t work
If you invest in gold only, turn to page 10.
If you invest in oil only, turn to page 21.
If you invest in Vespene gas only, turn to page 32.
Why CYOA doesn’t work
If   you   invest   in   gold only, turn to page 10.
If   you   invest   in   oil only, turn to page 21.
If   you   invest   in   Vespene gas only, turn to page 32.
If   you   invest   in   Warg farming only, turn to page 43.
Why CYOA doesn’t work
If   you   invest   in   gold only, turn to page 10.
If   you   invest   in   oil only, turn to page 21.
If   you   invest   in   Vespene gas only, turn to page 32.
If   you   invest   in   Warg farming only, turn to page 43.
If   you   invest   in   gold and oil only, turn to page 54.
Why CYOA doesn’t work
If   you   invest   in   gold only, turn to page 10.
If   you   invest   in   oil only, turn to page 21.
If   you   invest   in   Vespene gas only, turn to page 32.
If   you   invest   in   Warg farming only, turn to page 43.
If   you   invest   in   gold and oil only, turn to page 54.
If   you   invest   in   gold and Vespene gas only, turn to...
Why CYOA doesn’t work
If   you   invest   in   gold only, turn to page 10.
If   you   invest   in   oil only, turn to page 21.
If   you   invest   in   Vespene gas only, turn to page 32.
If   you   invest   in   Warg farming only, turn to page 43.
If   you   invest   in   gold and oil only, turn to page 54.
If   you   invest   in   gold and Vespene gas only, turn to...
If   you   invest   in   gold and Warg farming only, turn to...
Why CYOA doesn’t work
If   you   invest   in   gold only, turn to page 10.
If   you   invest   in   oil only, turn to page 21.
If   you   invest   in   Vespene gas only, turn to page 32.
If   you   invest   in   Warg farming only, turn to page 43.
If   you   invest   in   gold and oil only, turn to page 54.
If   you   invest   in   gold and Vespene gas only, turn to...
If   you   invest   in   gold and Warg farming only, turn to...
If   you   invest   in   gold, oil, and Vespene gas, turn to...
Beyond CYOA: a sampler
Beyond CYOA: a sampler
Two common computer game models:
Role-Playing Games and Interactive Fictions
Beyond CYOA: a sampler
Two  common computer game models:
 Role-Playing Games and Interactive Fictions
A board game model:
 Betrayal at the House on the Hill
Beyond CYOA: a sampler
Two  common computer game models:
 Role-Playing Games and Interactive Fictions
A board game model:
 Betrayal at the House on the Hill
An accessible CS research model: Universe
Beyond CYOA: a sampler
Two  common computer game models:
 Role-Playing Games and Interactive Fictions
A board game model:
 Betrayal at the House on the Hill
An accessible CS research model: Universe
Final discussion
Beyond CYOA: Four issues
Beyond CYOA: Four issues
Approachable.   How do players start
 interacting with fiction system?
Beyond CYOA: Four issues
Approachable.   How do players start
 interacting with fiction system?
Visible. How do players perceive system?
Beyond CYOA: Four issues
Approachable.   How do players start
 interacting with fiction system?
Visible. How do players perceive system?
Playable. How do players understand and
 manipulate system?
Beyond CYOA: Four issues
Approachable.   How do players start
 interacting with fiction system?
Visible. How do players perceive system?
Playable. How do players understand and
 manipulate system?
Authorable. How do designers shape
 possibility space and avoid brittleness?
Role-Playing Games
Role-Playing Games (RPGs)
Event           Event




Event   Event   Event           Event




                Event           Event   Event




        Event
                Event   Event           Event   Event




        Event
                Event   Event           Event




        Event
                Event
Role-Playing Games (RPGs)
Event           Event




Event   Event   Event           Event




                Event           Event   Event




        Event
                Event   Event           Event   Event




        Event
                Event   Event           Event




        Event
                Event
Students and RPGs
Students and RPGs
Good
    tools are available, with supportive
communities, including Dragon Age Toolset
Students and RPGs
Good  tools are available, with supportive
 communities, including Dragon Age Toolset
The great strength: CYOA-style authoring
 without all connections made explicit—and
 easy ways to include other gameplay
Students and RPGs
Good  tools are available, with supportive
 communities, including Dragon Age Toolset
The great strength: CYOA-style authoring
 without all connections made explicit—and
 easy ways to include other gameplay
The great weakness: CYOA-style authoring
 without connections explicit (not authorable)
Interactive Fiction
Interactive Fiction (IF)




                           map by
                           Adam
                           Parrish
Interactive Fiction (IF)




                           map by
                           Adam
                           Parrish
Students and IF
Students and IF
Good
    tools are available, with supportive
communities, including Inform 7
Students and IF
Good   tools are available, with supportive
 communities, including Inform 7
The great strength: Create gameplay based
 on novel verbs (e.g., remember, magically
 link) without high production demands
Students and IF
Good   tools are available, with supportive
 communities, including Inform 7
The great strength: Create gameplay based
 on novel verbs (e.g., remember, magically
 link) without high production demands
The great weakness: “Guess the verb”
 (not accessible)
Other related models
Adventure   games (TellTale)
Exploration/enactment (Tale of Tales)
Sticks and rubber bands (Quantic Dream)
Linguistic construction (Storytron)
User generated CYOA (Bar Karma tool)
Interactive drama (Façade) ... and so on
Betrayal at the
House on the Hill
Haunted
houses are
about the
unknown




image by Chris Barnard
Haunted
houses are
about the
unknown



Board built
of tiles as
house is
explored
image by Chris Barnard
Haunted
houses are
about the
unknown
Haunted
houses are
about the
unknown



At unknown
time, switches
to asymmetric
competition
w/ hidden info
Betrayal and the four issues
Betrayal and the four issues
Approachable. Haunted house genre
 conventions set right expectations
Betrayal and the four issues
Approachable.    Haunted house genre
 conventions set right expectations
Visible. It’s a board game!
Betrayal and the four issues
Approachable.    Haunted house genre
 conventions set right expectations
Visible. It’s a board game!
Playable. No story-only play, but speed of
 exploration, distribution of resources...
Betrayal and the four issues
Approachable.    Haunted house genre
 conventions set right expectations
Visible. It’s a board game!
Playable. No story-only play, but speed of
 exploration, distribution of resources...
Authorable. Simple, few special cases
Education take-away
Education take-away
Studentscan learn novel fiction systems
from board games, which expose full system
Education take-away
Students  can learn novel fiction systems
 from board games, which expose full system
Students can create novel fiction systems
 without computers—as projects/prototypes
Game design take-away
Game design take-away
Procedural  level generation isn’t just for
 novel challenges (Diablo, Spelunky) but can
 produce uncertainty (horror, mystery)
Game design take-away
Procedural  level generation isn’t just for
 novel challenges (Diablo, Spelunky) but can
 produce uncertainty (horror, mystery)
Multiple endings have some fictional power,
 but no gameplay power—multiple endgames
 produce suspense, make early path to
 victory uncertain, and amplify map impact
More non-digtal
games to use:

Tales of the Arabian
Nights
Once Upon a Time
Twilight Struggle
Extraordinary
Adventures of Baron
Munchausen

Also CCGs (e.g.,
Call of Cthulhu) and
RPGs (e.g., My Life
with Master)
image by Sven R.
Universe
Betrayal tiles
constrained by
allowed floors
(back) and
connecting
doors (front)
Universe “plot
              fragments”
              are story tiles
Killed with   — with many
a butter      more possible
knife         constraints
Universe “plot
                            fragments”
                            are story tiles
              Killed with   — with many
              a butter      more possible
              knife         constraints
  Only if
murderer is
 alive or
undefined
Universe “plot
                                          fragments”
                                          are story tiles
              Killed with                 — with many
              a butter                    more possible
              knife                       constraints
  Only if
murderer is                 Only if do
 alive or                   murder is
undefined                   active goal
Only if location                 Universe “plot
               is kitchen or
                                               fragments”
                   picnic
                                               are story tiles
              Killed with                      — with many
              a butter                         more possible
              knife                            constraints
  Only if
murderer is                      Only if do
 alive or                        murder is
undefined                        active goal
Only if location                  Universe “plot
               is kitchen or
                                                fragments”
                   picnic
                                                are story tiles
              Killed with                       — with many
              a butter                          more possible
              knife                             constraints
  Only if
murderer is                       Only if do
 alive or                         murder is
undefined     Only if murderer    active goal
               has trait brutal
                or desperate
Only if location                  Universe “plot
               is kitchen or
                                                fragments”
                   picnic
                                                are story tiles
              Killed with                       — with many
              a butter                          more possible
              knife                             constraints
  Only if
murderer is                       Only if do    ... and so on
 alive or                         murder is
undefined     Only if murderer    active goal
               has trait brutal
                or desperate
Universe plot
              fragments can
              also set state
Killed with   and add
a butter      subgoals
knife
Set crime                   Universe plot
                scene to this
                   location
                                              fragments can
                                              also set state
               Killed with                    and add
 Set dead      a butter         Add subgoal
                                              subgoals
character to   knife                body
   victim                        discovered



                If murderer
                 undefined,
                   set now
When it’s time for story action, find fragments that
satisfy one or more current goals, check which are valid,
 choose one, producing story actions — and new goals
It’s a tree of possibilities—like CYOA—but
   not built by hand. More possibilities,
     easier to maintain and revise, etc
It’s a tree of possibilities—like CYOA—but
   not built by hand. More possibilities,
     easier to maintain and revise, etc
One master fragment can subgoal a whole story tree
Uses of Universe
Uses of Universe
Can   generate full stories
Uses of Universe
Can  generate full stories
But was built for episodic narrative—
 inspired by Days of Our Lives!
Uses of Universe
Can  generate full stories
But was built for episodic narrative—
 inspired by Days of Our Lives!
Use current author goals to instantiate
 a plot fragment every time the PC gets
 a mission/client, or the party returns to
 town/base/the ship, or a timer goes off, or...
Universe and the four issues
Universe and the four issues
Approachable.   Use audience expectations
Universe and the four issues
Approachable.   Use audience expectations
Visible. Show off! Respond specifically to
 player actions, have many valid choices
Universe and the four issues
Approachable.   Use audience expectations
Visible. Show off! Respond specifically to
 player actions, have many valid choices
Playable. Plot fragments and author goals
 need to be connected to game mechanics
Universe and the four issues
Approachable.   Use audience expectations
Visible. Show off! Respond specifically to
 player actions, have many valid choices
Playable. Plot fragments and author goals
 need to be connected to game mechanics
Authorable. Simple model, no flags to track
Universe and education
                  Wide Ruled is a GUI
                  w/ text-output
                  Universe used in
                  education for 3 years




                  http://games.soe.ucsc.edu/project/wide-ruled
Universe and education
                  Wide Ruled is a GUI
                  w/ text-output
                  Universe used in
                  education for 3 years

                  Story Canvas moves
                  to a storyboard author
                  and player interface
                  http://games.soe.ucsc.edu/project/wide-ruled
Discussion
Fiction systems
Fiction systems
Fictionsystems can produce many results—
 braided quests, horror’s uncertainty, folktale
 convolution, melodrama, mystery, etc
Fiction systems
Fiction systems can produce many results—
 braided quests, horror’s uncertainty, folktale
 convolution, melodrama, mystery, etc
Students should know various approaches,
 and implement the right fiction system for
 their games
Fiction systems
Fiction systems can produce many results—
 braided quests, horror’s uncertainty, folktale
 convolution, melodrama, mystery, etc
Students should know various approaches,
 and implement the right fiction system for
 their games
Approachable, visible, playable, authorable!
For more: two sample syllabi
Michael  Mateas, UC Santa Cruz
 Interactive Storytelling
 http://www.soe.ucsc.edu/classes/cmps148/
Nick Montfort, MIT
 Interactive Narrative
 http://nickm.com/classes/interactive_narrative/2011_spring/
Thanks!



Noah Wardrip-Fruin
games.soe.ucsc.edu
  nwf@ucsc.edu

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Complex Systems in Games

  • 1.
  • 4. Some combat systems are complex Advanced Squad Leader, 1985, image by C. Scott Kippen
  • 9. Our students understand this Combat and economic systems are designed at differing levels of complexity
  • 10. Our students understand this Combat and economic systems are designed at differing levels of complexity They connect to other mechanics in differing ways
  • 11. Our students understand this Combat and economic systems are designed at differing levels of complexity They connect to other mechanics in differing ways Important to know the possibilities, and make the right choice for your game
  • 14. Fiction systems Karateka, 1984
  • 15. Fiction systems vs Karateka, 1984 Holodeck, never
  • 16. Simple can work well...
  • 17. Simple can work well... Karateka, 1984
  • 18. Simple can work well... Karateka, 1984 Uncharted 2, 2009
  • 19. But how do we make the fiction playable?
  • 21. The naive approach... Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event
  • 22. The naive approach... Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event
  • 24. Why CYOA doesn’t work If you invest in gold only, turn to page 10.
  • 25. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21.
  • 26. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32.
  • 27. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32. If you invest in Warg farming only, turn to page 43.
  • 28. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32. If you invest in Warg farming only, turn to page 43. If you invest in gold and oil only, turn to page 54.
  • 29. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32. If you invest in Warg farming only, turn to page 43. If you invest in gold and oil only, turn to page 54. If you invest in gold and Vespene gas only, turn to...
  • 30. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32. If you invest in Warg farming only, turn to page 43. If you invest in gold and oil only, turn to page 54. If you invest in gold and Vespene gas only, turn to... If you invest in gold and Warg farming only, turn to...
  • 31. Why CYOA doesn’t work If you invest in gold only, turn to page 10. If you invest in oil only, turn to page 21. If you invest in Vespene gas only, turn to page 32. If you invest in Warg farming only, turn to page 43. If you invest in gold and oil only, turn to page 54. If you invest in gold and Vespene gas only, turn to... If you invest in gold and Warg farming only, turn to... If you invest in gold, oil, and Vespene gas, turn to...
  • 32. Beyond CYOA: a sampler
  • 33. Beyond CYOA: a sampler Two common computer game models: Role-Playing Games and Interactive Fictions
  • 34. Beyond CYOA: a sampler Two common computer game models: Role-Playing Games and Interactive Fictions A board game model: Betrayal at the House on the Hill
  • 35. Beyond CYOA: a sampler Two common computer game models: Role-Playing Games and Interactive Fictions A board game model: Betrayal at the House on the Hill An accessible CS research model: Universe
  • 36. Beyond CYOA: a sampler Two common computer game models: Role-Playing Games and Interactive Fictions A board game model: Betrayal at the House on the Hill An accessible CS research model: Universe Final discussion
  • 38. Beyond CYOA: Four issues Approachable. How do players start interacting with fiction system?
  • 39. Beyond CYOA: Four issues Approachable. How do players start interacting with fiction system? Visible. How do players perceive system?
  • 40. Beyond CYOA: Four issues Approachable. How do players start interacting with fiction system? Visible. How do players perceive system? Playable. How do players understand and manipulate system?
  • 41. Beyond CYOA: Four issues Approachable. How do players start interacting with fiction system? Visible. How do players perceive system? Playable. How do players understand and manipulate system? Authorable. How do designers shape possibility space and avoid brittleness?
  • 43. Role-Playing Games (RPGs) Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event
  • 44. Role-Playing Games (RPGs) Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event Event
  • 46. Students and RPGs Good tools are available, with supportive communities, including Dragon Age Toolset
  • 47. Students and RPGs Good tools are available, with supportive communities, including Dragon Age Toolset The great strength: CYOA-style authoring without all connections made explicit—and easy ways to include other gameplay
  • 48. Students and RPGs Good tools are available, with supportive communities, including Dragon Age Toolset The great strength: CYOA-style authoring without all connections made explicit—and easy ways to include other gameplay The great weakness: CYOA-style authoring without connections explicit (not authorable)
  • 50. Interactive Fiction (IF) map by Adam Parrish
  • 51. Interactive Fiction (IF) map by Adam Parrish
  • 53. Students and IF Good tools are available, with supportive communities, including Inform 7
  • 54. Students and IF Good tools are available, with supportive communities, including Inform 7 The great strength: Create gameplay based on novel verbs (e.g., remember, magically link) without high production demands
  • 55. Students and IF Good tools are available, with supportive communities, including Inform 7 The great strength: Create gameplay based on novel verbs (e.g., remember, magically link) without high production demands The great weakness: “Guess the verb” (not accessible)
  • 56. Other related models Adventure games (TellTale) Exploration/enactment (Tale of Tales) Sticks and rubber bands (Quantic Dream) Linguistic construction (Storytron) User generated CYOA (Bar Karma tool) Interactive drama (Façade) ... and so on
  • 57. Betrayal at the House on the Hill
  • 59. Haunted houses are about the unknown Board built of tiles as house is explored image by Chris Barnard
  • 61. Haunted houses are about the unknown At unknown time, switches to asymmetric competition w/ hidden info
  • 62. Betrayal and the four issues
  • 63. Betrayal and the four issues Approachable. Haunted house genre conventions set right expectations
  • 64. Betrayal and the four issues Approachable. Haunted house genre conventions set right expectations Visible. It’s a board game!
  • 65. Betrayal and the four issues Approachable. Haunted house genre conventions set right expectations Visible. It’s a board game! Playable. No story-only play, but speed of exploration, distribution of resources...
  • 66. Betrayal and the four issues Approachable. Haunted house genre conventions set right expectations Visible. It’s a board game! Playable. No story-only play, but speed of exploration, distribution of resources... Authorable. Simple, few special cases
  • 68. Education take-away Studentscan learn novel fiction systems from board games, which expose full system
  • 69. Education take-away Students can learn novel fiction systems from board games, which expose full system Students can create novel fiction systems without computers—as projects/prototypes
  • 71. Game design take-away Procedural level generation isn’t just for novel challenges (Diablo, Spelunky) but can produce uncertainty (horror, mystery)
  • 72. Game design take-away Procedural level generation isn’t just for novel challenges (Diablo, Spelunky) but can produce uncertainty (horror, mystery) Multiple endings have some fictional power, but no gameplay power—multiple endgames produce suspense, make early path to victory uncertain, and amplify map impact
  • 73. More non-digtal games to use: Tales of the Arabian Nights Once Upon a Time Twilight Struggle Extraordinary Adventures of Baron Munchausen Also CCGs (e.g., Call of Cthulhu) and RPGs (e.g., My Life with Master) image by Sven R.
  • 75. Betrayal tiles constrained by allowed floors (back) and connecting doors (front)
  • 76. Universe “plot fragments” are story tiles Killed with — with many a butter more possible knife constraints
  • 77. Universe “plot fragments” are story tiles Killed with — with many a butter more possible knife constraints Only if murderer is alive or undefined
  • 78. Universe “plot fragments” are story tiles Killed with — with many a butter more possible knife constraints Only if murderer is Only if do alive or murder is undefined active goal
  • 79. Only if location Universe “plot is kitchen or fragments” picnic are story tiles Killed with — with many a butter more possible knife constraints Only if murderer is Only if do alive or murder is undefined active goal
  • 80. Only if location Universe “plot is kitchen or fragments” picnic are story tiles Killed with — with many a butter more possible knife constraints Only if murderer is Only if do alive or murder is undefined Only if murderer active goal has trait brutal or desperate
  • 81. Only if location Universe “plot is kitchen or fragments” picnic are story tiles Killed with — with many a butter more possible knife constraints Only if murderer is Only if do ... and so on alive or murder is undefined Only if murderer active goal has trait brutal or desperate
  • 82. Universe plot fragments can also set state Killed with and add a butter subgoals knife
  • 83. Set crime Universe plot scene to this location fragments can also set state Killed with and add Set dead a butter Add subgoal subgoals character to knife body victim discovered If murderer undefined, set now
  • 84. When it’s time for story action, find fragments that satisfy one or more current goals, check which are valid, choose one, producing story actions — and new goals
  • 85. It’s a tree of possibilities—like CYOA—but not built by hand. More possibilities, easier to maintain and revise, etc
  • 86. It’s a tree of possibilities—like CYOA—but not built by hand. More possibilities, easier to maintain and revise, etc
  • 87. One master fragment can subgoal a whole story tree
  • 89. Uses of Universe Can generate full stories
  • 90. Uses of Universe Can generate full stories But was built for episodic narrative— inspired by Days of Our Lives!
  • 91. Uses of Universe Can generate full stories But was built for episodic narrative— inspired by Days of Our Lives! Use current author goals to instantiate a plot fragment every time the PC gets a mission/client, or the party returns to town/base/the ship, or a timer goes off, or...
  • 92. Universe and the four issues
  • 93. Universe and the four issues Approachable. Use audience expectations
  • 94. Universe and the four issues Approachable. Use audience expectations Visible. Show off! Respond specifically to player actions, have many valid choices
  • 95. Universe and the four issues Approachable. Use audience expectations Visible. Show off! Respond specifically to player actions, have many valid choices Playable. Plot fragments and author goals need to be connected to game mechanics
  • 96. Universe and the four issues Approachable. Use audience expectations Visible. Show off! Respond specifically to player actions, have many valid choices Playable. Plot fragments and author goals need to be connected to game mechanics Authorable. Simple model, no flags to track
  • 97. Universe and education Wide Ruled is a GUI w/ text-output Universe used in education for 3 years http://games.soe.ucsc.edu/project/wide-ruled
  • 98. Universe and education Wide Ruled is a GUI w/ text-output Universe used in education for 3 years Story Canvas moves to a storyboard author and player interface http://games.soe.ucsc.edu/project/wide-ruled
  • 101. Fiction systems Fictionsystems can produce many results— braided quests, horror’s uncertainty, folktale convolution, melodrama, mystery, etc
  • 102. Fiction systems Fiction systems can produce many results— braided quests, horror’s uncertainty, folktale convolution, melodrama, mystery, etc Students should know various approaches, and implement the right fiction system for their games
  • 103. Fiction systems Fiction systems can produce many results— braided quests, horror’s uncertainty, folktale convolution, melodrama, mystery, etc Students should know various approaches, and implement the right fiction system for their games Approachable, visible, playable, authorable!
  • 104. For more: two sample syllabi Michael Mateas, UC Santa Cruz Interactive Storytelling http://www.soe.ucsc.edu/classes/cmps148/ Nick Montfort, MIT Interactive Narrative http://nickm.com/classes/interactive_narrative/2011_spring/

Editor's Notes

  1. \n
  2. I’m here to talk about interactive storytelling, but let me start with combat systems\n
  3. Some games have simple combat systems\n
  4. Some games have complex combat systems\n\nhttp://www.boardgamegeek.com/image/357582/advanced-squad-leader?size=original\n
  5. The same is true with economic systems\n
  6. Some are simple\n
  7. And other games have complex economic systems\n\nhttp://boardgamegeek.com/image/203163/puerto-rico?size=original\n
  8. Students are doing well at understanding this variety — and some related issues\n
  9. Students are doing well at understanding this variety — and some related issues\n
  10. Students are doing well at understanding this variety — and some related issues\n
  11. But what do students think about fiction?\n
  12. Many students seem to think in fiction systems we choose between \nsimple and\nimpossible\n
  13. Many students seem to think in fiction systems we choose between \nsimple and\nimpossible\n
  14. The fictional structure of Karateka is simple: move forward, fight, move forward, fight, with fiction doled out as a function of moving forward. The fiction unfolds on a basically cinematic model.\n\nThis is also the fictional structure of Uncharted 2. It works great!\n
  15. The fictional structure of Karateka is simple: move forward, fight, move forward, fight, with fiction doled out as a function of moving forward. The fiction unfolds on a basically cinematic model.\n\nThis is also the fictional structure of Uncharted 2. It works great!\n
  16. One of the real pleasures of games is that we take things and make them playable. How do we provide this pleasure for the game fiction?\n
  17. The naive approach is to simply expand the simple system. The simple system lays out every fictional event in order. \n\nTo move beyond this people specify every possible fictional event and every connection between possible events. \n\nI will call this the “Choose Your Own Adventure” or “CYOA” model, after the popular books.\n
  18. The naive approach is to simply expand the simple system. The simple system lays out every fictional event in order. \n\nTo move beyond this people specify every possible fictional event and every connection between possible events. \n\nI will call this the “Choose Your Own Adventure” or “CYOA” model, after the popular books.\n
  19. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  20. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  21. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  22. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  23. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  24. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  25. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  26. Unfortunately, Choose Your Own Adventure is a pretty bad form if it's not a component of some wider system. \n\nImagine a CYOA economic system—hard to author, bug prone, and still with too little freedom to be satisfying\n
  27. The key issue for moving students beyond the naive CYOA approach is to help them understand other possibilities. \n\nHere are a few that I think can help students think more broadly about the strengths and challenges of different designs for fiction systems.\n
  28. The key issue for moving students beyond the naive CYOA approach is to help them understand other possibilities. \n\nHere are a few that I think can help students think more broadly about the strengths and challenges of different designs for fiction systems.\n
  29. The key issue for moving students beyond the naive CYOA approach is to help them understand other possibilities. \n\nHere are a few that I think can help students think more broadly about the strengths and challenges of different designs for fiction systems.\n
  30. The key issue for moving students beyond the naive CYOA approach is to help them understand other possibilities. \n\nHere are a few that I think can help students think more broadly about the strengths and challenges of different designs for fiction systems.\n
  31. I also want to introduce four key issues I think students need to consider when selecting or designing a fiction system.\n\nThe first is approachability. How do players know what to do in the context of the fiction system. For combat or economic systems, often they know from prior games. For fiction systems we may need to cue players based on other knowledge sources.\n\nThe next is visibility. A great fiction system doesn’t accomplish anything if the player doesn’t know it’s there — for that player, the story might as well be linear.\n\nIt is also important to consider how the system is playable. How does the player come to understand the fiction system more deeply through play, and then deliberately begin to take action in its terms.\n\nFinally, students also need to think about authorability. Fiction systems make a creating an interactive fiction more tractable, for the author, than CYOA approaches. But how does the designer shape the possibility space of the fiction, and is the system robust enough to handle situations the designer didn’t explicitly account for?\n
  32. I also want to introduce four key issues I think students need to consider when selecting or designing a fiction system.\n\nThe first is approachability. How do players know what to do in the context of the fiction system. For combat or economic systems, often they know from prior games. For fiction systems we may need to cue players based on other knowledge sources.\n\nThe next is visibility. A great fiction system doesn’t accomplish anything if the player doesn’t know it’s there — for that player, the story might as well be linear.\n\nIt is also important to consider how the system is playable. How does the player come to understand the fiction system more deeply through play, and then deliberately begin to take action in its terms.\n\nFinally, students also need to think about authorability. Fiction systems make a creating an interactive fiction more tractable, for the author, than CYOA approaches. But how does the designer shape the possibility space of the fiction, and is the system robust enough to handle situations the designer didn’t explicitly account for?\n
  33. I also want to introduce four key issues I think students need to consider when selecting or designing a fiction system.\n\nThe first is approachability. How do players know what to do in the context of the fiction system. For combat or economic systems, often they know from prior games. For fiction systems we may need to cue players based on other knowledge sources.\n\nThe next is visibility. A great fiction system doesn’t accomplish anything if the player doesn’t know it’s there — for that player, the story might as well be linear.\n\nIt is also important to consider how the system is playable. How does the player come to understand the fiction system more deeply through play, and then deliberately begin to take action in its terms.\n\nFinally, students also need to think about authorability. Fiction systems make a creating an interactive fiction more tractable, for the author, than CYOA approaches. But how does the designer shape the possibility space of the fiction, and is the system robust enough to handle situations the designer didn’t explicitly account for?\n
  34. I also want to introduce four key issues I think students need to consider when selecting or designing a fiction system.\n\nThe first is approachability. How do players know what to do in the context of the fiction system. For combat or economic systems, often they know from prior games. For fiction systems we may need to cue players based on other knowledge sources.\n\nThe next is visibility. A great fiction system doesn’t accomplish anything if the player doesn’t know it’s there — for that player, the story might as well be linear.\n\nIt is also important to consider how the system is playable. How does the player come to understand the fiction system more deeply through play, and then deliberately begin to take action in its terms.\n\nFinally, students also need to think about authorability. Fiction systems make a creating an interactive fiction more tractable, for the author, than CYOA approaches. But how does the designer shape the possibility space of the fiction, and is the system robust enough to handle situations the designer didn’t explicitly account for?\n
  35. So let’s talk about the fiction system commonly found in role playing games (which I’ll also call “RPGs”)\n
  36. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  37. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  38. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  39. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  40. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  41. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  42. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  43. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  44. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  45. The fiction system of a typical role-playing game includes quests, an explorable world, and a developing player character (or party of characters).\n\nThe story structure is CYOA. But the node and link structures aren’t all explicitly and directly interconnected. \n\nInstead, the pieces are accessed through the explorable world. \n\nThis can make the player feel empowered—starting many story strands, deciding which to pursue, in which order, etc. \n\nThere’s also often a lot of combat (and maybe other kinds of gameplay) while moving through the world.\n\n\n
  46. The RPG model is one students should know. It’s also easy for them to try out, because there are good, low-cost tools available.\n\nIt has the virtue of using a fiction system that’s almost as easy to understand as CYOA, but players feel much more empowered because, on some level, they are. They have a lot more choices than it would be possible to explicitly encode.\n\nThe great weakness is that the RPG model does nothing to manage the complexity introduced by this larger choice landscape. This is why even AAA RPGs ship with bugs that are revealed when players do things in orders other than those expected by the designers.\n
  47. The RPG model is one students should know. It’s also easy for them to try out, because there are good, low-cost tools available.\n\nIt has the virtue of using a fiction system that’s almost as easy to understand as CYOA, but players feel much more empowered because, on some level, they are. They have a lot more choices than it would be possible to explicitly encode.\n\nThe great weakness is that the RPG model does nothing to manage the complexity introduced by this larger choice landscape. This is why even AAA RPGs ship with bugs that are revealed when players do things in orders other than those expected by the designers.\n
  48. The RPG model is one students should know. It’s also easy for them to try out, because there are good, low-cost tools available.\n\nIt has the virtue of using a fiction system that’s almost as easy to understand as CYOA, but players feel much more empowered because, on some level, they are. They have a lot more choices than it would be possible to explicitly encode.\n\nThe great weakness is that the RPG model does nothing to manage the complexity introduced by this larger choice landscape. This is why even AAA RPGs ship with bugs that are revealed when players do things in orders other than those expected by the designers.\n
  49. A different model is that of interactive fiction\n
  50. You may know interactive fiction by the name “text adventures”\n\nIn early examples, like Zork, there’s a lot of map making, puzzle solving, and so on.\n\nOf course, the biggest distinguishing feature is not that the world is described as text, but that players interact by typing free-form text\n
  51. The IF model is one students should know. It’s also easy for them to try out, because there are good, free tools available.\n\nThe great strength is that you can use the power of words and invent your own verbs. \n\nThis means an author can implement "remember" (it's just a verb, and there's no need to visually show flashbacks in a complicated way) as Dead Reckoning and other games do. \n\nSimilarly, Emily Short’s Savoir-Faire can implement combining qualities of arbitrary things (it's just a verb, and there's no need to dynamically create visuals of these items) \n\nThe great weakness is playing "guess the verb" (Ad Verbum makes this the game).\n
  52. The IF model is one students should know. It’s also easy for them to try out, because there are good, free tools available.\n\nThe great strength is that you can use the power of words and invent your own verbs. \n\nThis means an author can implement "remember" (it's just a verb, and there's no need to visually show flashbacks in a complicated way) as Dead Reckoning and other games do. \n\nSimilarly, Emily Short’s Savoir-Faire can implement combining qualities of arbitrary things (it's just a verb, and there's no need to dynamically create visuals of these items) \n\nThe great weakness is playing "guess the verb" (Ad Verbum makes this the game).\n
  53. The IF model is one students should know. It’s also easy for them to try out, because there are good, free tools available.\n\nThe great strength is that you can use the power of words and invent your own verbs. \n\nThis means an author can implement "remember" (it's just a verb, and there's no need to visually show flashbacks in a complicated way) as Dead Reckoning and other games do. \n\nSimilarly, Emily Short’s Savoir-Faire can implement combining qualities of arbitrary things (it's just a verb, and there's no need to dynamically create visuals of these items) \n\nThe great weakness is playing "guess the verb" (Ad Verbum makes this the game).\n
  54. There are many other related models that I don’t have time to discuss here, but that it would be fruitful for students to explore\n
  55. Now for a board game. It might seem odd to look at board games, but we see experiments with fiction systems that go beyond what computer games are doing -- and yet don’t require human level intelligence to function (the way tabletop RPGs do)\n
  56. Betrayal’s fiction system is central to play and tightly integrated with other mechanics. \n\nSpecifically, the fiction is that of exploring a haunted house, which is all about the unknown. \n\nThis comes into play from the beginning, as the house, which is also the game board, is created and revealed during initial exploration. \n\nEven on replay, players don’t know what is behind the next door, or the eventual shape of the board on which the next stage will play out.\n\n\nhttp://boardgamegeek.com/image/767248/betrayal-at-house-on-the-hill?size=original\n
  57. Each time a major event happens in the house, there’s a greater chance that the “haunt” will be revealed, creating rising tension over time. \n\nWhen the haunt happens one player is turned into the traitor, playing out one of 50 different scenarios of that player against all the others, with two books revealing different scenario information to traitor and other players. \n\nAgain, the focus is on a fiction system that supports, even on replay, the crucial element of the unknown for haunted house fictions.\n
  58. \n
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  65. \n
  66. There are also many other models of fiction systems in board and tabletop games that I don’t have time to discuss here, but encourage everyone to share with students\n\n\nhttp://boardgamegeek.com/image/688794/tales-of-the-arabian-nights?size=original\n
  67. If Betrayal represents things we can do without a computer, what can we do if we apply automatic computation in interesting ways? \n\nOne example is the Universe model of story generation, which has been around since the 1980s.\n
  68. Tiles help build an unpredictable house, and restrictions on the tiles help the house make sense.\n\nYou wouldn’t want a chasm in the attic -- and you wouldn’t want to keep walking through the crypt to the kitchen.\n
  69. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  70. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  71. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  72. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  73. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  74. \n\n\nhttp://etc.usf.edu/clipart/19200/19208/knife_19208.htm\n
  75. \n\n\n\n
  76. The system connects the dots — and binds characters to roles, events to places, and so on. \n\nThe connections aren’t done by CYOA fixed links or RPG character movement. \n\nSo you get many more possible connections and permutations than CYOA would allow, while being able to explicitly invalidate bad situations for events to happen, refer back to how past permutable events took place, re-use characters, and so on.\n\n
  77. The system connects the dots — and binds characters to roles, events to places, and so on. \n\nThe connections aren’t done by CYOA fixed links or RPG character movement. \n\nSo you get many more possible connections and permutations than CYOA would allow, while being able to explicitly invalidate bad situations for events to happen, refer back to how past permutable events took place, re-use characters, and so on.\n\n
  78. \n\n\n\n
  79. \n
  80. \n
  81. \n
  82. Actually a set of building blocks, not a fixed fiction system, so it’s all about how you use it\n
  83. Actually a set of building blocks, not a fixed fiction system, so it’s all about how you use it\n
  84. Actually a set of building blocks, not a fixed fiction system, so it’s all about how you use it\n
  85. Actually a set of building blocks, not a fixed fiction system, so it’s all about how you use it\n
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