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Interactive Drama: A First-Person Experience in a Fantasy World - Prof. John E. Laird, Study notes of Electrical and Electronics Engineering

The concept of interactive drama, a first-person experience within a fantasy world where the user creates, enacts, and observes a character whose choices and actions affect the course of events. Different approaches to creating interactive drama, including tree structures, death traps, hour glasses, open environments, peeping tom, transition movies, hourglass/action games, linear with puzzles, online, dynamically generate plot, and dynamically order plot elements. The document also touches upon the keys to good interaction, character to character interaction, character reaction, and the use of video and animation in interactive drama.

Typology: Study notes

Pre 2010

Uploaded on 09/02/2009

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Download Interactive Drama: A First-Person Experience in a Fantasy World - Prof. John E. Laird and more Study notes Electrical and Electronics Engineering in PDF only on Docsity! Interactive Drama EECS 494 10/02/06 by J. Laird and Sugih Jamin Interactive Drama An “interactive drama” … is a first-person experience within a fantasy world, in which the User may create, enact, and observe a character whose choices and actions affect the course of events just as they might in a play. -Brenda Laurel 1986 I. Tree from Hell • Different plot based on each decision • This is what people really expect • Must create 16 scenes for only 4 decisions (S = 2d) • Very difficult to create 10 really good scenes in a movie II. Death Trap • Lots of “choices” • one takes you forward • some lead to death • some are side trips • some lead you back • Usually artificially limit choices • Desert Island • Boat • Spaceship (Warlock) XX X X III. Hour Glass • Lots of choices, but choices don’t really matter • Kinder, gentler death trap VI. Transition Movies • Game play followed by “reward” transition • Lots of $$ go into transitions, less go into gameplay • No choices on plot ACTION GAME ACTION GAME: Next Level TRANSITION TRANSITION TRANSITION VII. Hour Glass/Action Game • Plot unfolds as user “makes” key decisions or takes specific action • Maintains plot and story, but usually limited decisions • Intermediate decisions can determine initial conditions for action game • Action game may have 2-3 endings • Often multiple endings • Wing Commander IV ACTION GAME ACTION GAME VIII. Linear with Puzzles • Open world with puzzles that block your way • Puzzles should be solvable from story • No real choices in outcome (except death) • Myst, Beyond Time, Zork, Full Throttle, Day of the Tenacle, The Dig, 7th Guest, ... Exploration Exploration Puzzle Puzzle Puzzle X. Dynamically Generate Plot • Generate choices and plot as user makes choices • Don’t give choices that destroy overall plot XI. Dynamically Order Plot Elements • Have many small plot elements • Dynamically chose from them based on user input • Façade XII. Computational Theater • Mixture of computer actors and humans • Computer/human director controls computer actors so that plot is always followed • Online WestWorld • Holodeck • Beyond the state-of-the-art • Holy Grail on interactive drama • Neil Stephenson’s Diamond Age Character to Character • Toughest interface • Must pass the Turing test • Full natural language isn’t there • Myst punted on this: no living characters • Options: • Limited natural language - user guesses • List of specific choices - just try them all • List of abstract choices - in character • Deliver the interaction you promise Character Reaction • Character response depends on mood, effect, ... • Questions that you ask change mood • Return to Zork • Character response changes as story progresses • Good way to move plot along Characters: Video/Animation • Video: • Sin of repetition -- obvious & unnatural • Takes lots of CD/DVD space • Easier for long linear scenes • More realistic • Animation (Interactive Comics): • More flexible in action and special effects • Easier to splice in extra action • Can control detail of characters
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