The document proposes techniques for creating more coherent and satisfying emergent stories in open-world games. It suggests a design philosophy using a low ratio of "kernels" (the core plot) to "satellites" (supplementary story elements). An algorithm is described to prioritize optional scenes based on story progression and player history. Methods are outlined to insert common threads between scenes to enhance coherence. The document also presents a way to visualize a story's development through quantifiable elements like themes and characters. Future work is noted developing storytelling prototypes and authoring tools to test the techniques.
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
1. Creating Satisfying
Game Experiences with
Coherent Emergent
Stories
Gail Carmichael
David Mould
Graphics, Imaging, and Games Lab
Carleton University
13. Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
14. Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
15. Planner-based
Causal connections
How to develop story elements?
Difficult to author
Transformationalist
Real-world story structures
Coherency from rigid structures
Inconsistency in emergent structures
Easier to arrange satellites for story development
Structuralist
16. Planner-based
Causal connections
How to develop story elements?
Difficult to author
Transformationalist
Real-world story structures
Coherency from rigid structures
Inconsistency in emergent structures
Easier to arrange satellites for story development
Structuralist
18. Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot
according to measures of story progression and gameplay history,
leading to more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
19. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
20. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Quantifiable Story
Elements (QSE)
21. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Story state: numerical
values for each QSE
22. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Scene state: tag a
scene node about how
it functions in story
23. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Relevance
values
24. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Desire values
25. Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Controls scene
availability
26. (1) Discard nodes that do not meet all
prerequisites
(2) Calculate priorities for remaining
nodes using modifiers
(3) Offer nodes with the highest
priority to player
(4) Present content of node chosen by
player
(5) Update the story state
27. Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
32. Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
36. Future Work
• Winter 2015
• Evaluate Jason and the Golden Fleece prototype
• Experiment with scoring mechanics and prerequisites
• Develop content for informal user feedback
• Summer 2015
• Design and develop a prototype game to explore ambiguity (10 weeks)
• Begin development of visualization author support tools (3 weeks)
• Conduct formal user studies on ambiguity game prototype (3 weeks)
• Fall 2015 / Winter 2016
• Finish development of visualization author support tools
• Wrap up user study and data analysis
• Produce solutions for user interface issues
• Summer 2016
• Write thesis (16 weeks)