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Morgan Robinson's List: Games general

      • Reduce everything to the lowest core of the play.

        "Playground mode"

        Halo is running and shooting.

        Do you know what you have to do?

    • My thesis is called Resolutions to Some Problems in Interactive Storytelling, and it's a retrospective and analysis of the papers and lectures I've given over the years. In this month's column, I'm going to summarize a few of my conclusions.

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    • When people think about the challenges of interactive storytelling, this is the problem they think of most often: how to provide a consistent, well-formed story experience to the player if the player has great freedom of action? If you give the player a lot of freedom, he will have the power to subvert your story. There seems to be an inverse relationship between player freedom and story coherency.
    • There are three ways a player can destroy a game's story: violate the game world (by introducing things that don't belong there, often through speech); violate their own character (by acting in ways that are inconsistent with the way the avatar is defined -- in the lecture I used the example of Superman ignoring a baby crying in a burning building); and violating the plot itself, by doing something that results in an absurdity (e.g. destroying an object that reappears later in a predefined plot).

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      • In the classic Narrative mode: Either send in a man with a gun or allow them to fail.  Frankly the needed tools should be fairly self-evident.  No random keystone artifacts.

    • If a player has considerable freedom in an interactive storytelling experience, it may be possible for her to stall the plot of the story, evade its dramatic climax, or fail to perform the necessary actions required for the dramatic climax to be coherent when it occurs. (If Rick doesn't take his pistol to the airport in Casablanca, he can't prevent Major Strasser from stopping the plane.) This is the Problem of Narrative Flow. How do you make sure that everything is set and ready (including the player) when the dramatic climax occurs in an interactive story?

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