Domain: storytron.com
Stories and comments across the archive that link to storytron.com.
Comments · 12
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Re:Interactive Storytelling ...
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Re:Interactive Storytelling ...
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Interactive Storytelling ...
Interactive storytelling could be a way to show you talents, without dealing with hard-core programming.
Check out Storytron, a, interactive storytelling platform.
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Re:Drop the script
Chris Crawford is that you?
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Storytron
FYI, the "Deikto" language, mentioned in the article, is a part of Chris Crawford's Storytron product, previously covered in Slashdot (see http://games.slashdot.org/article.pl?sid=06/10/15/1630249 ). It is now in beta, nearing commercial release.
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Re:Flawed argument
Actually, these guys are trying to do just that -- create emotionally meaningful interaction with game characters, where the experience is designed by the author of the piece.
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Re:Seems like most people are missing the point.
Seems like if you could define a timeline for outside events--that is, ones that don't directly result from an Actor's Verb--and then possibly have Verbs (yours and Actors') add or remove things on that timeline, that would be a big step forward. Then events can happen, independent of any one Actor, and everyone (you included) can be affected by them. The timeline becomes the plot.
I think I have the same impression from Plotpoints and the Action cycle.
But still, I think it'll require quite a bit of 'out-of-the-box' thinking to actually implement a strong story with this... But as you said, this will be really interesting for independent actors. -
Re:Seems like most people are missing the point.
Seems like if you could define a timeline for outside events--that is, ones that don't directly result from an Actor's Verb--and then possibly have Verbs (yours and Actors') add or remove things on that timeline, that would be a big step forward. Then events can happen, independent of any one Actor, and everyone (you included) can be affected by them. The timeline becomes the plot.
I think I have the same impression from Plotpoints and the Action cycle.
But still, I think it'll require quite a bit of 'out-of-the-box' thinking to actually implement a strong story with this... But as you said, this will be really interesting for independent actors. -
Re:Interaction is the Enemy of NarrativeOK, here's a mockup screenshot of one turn in a game:
http://www.storytron.com/overview/ov_storytron.ht
m land here's a more detailed explanation of verb-based interaction:
http://www.storytron.com/overview/storyworld/verb
_ based_dramatic_interaction.htmlhere's a very thorough discussion of the nature of the interface:
We don't have to solve any AI problem because this is not an AI problem; it's an artistic problem and is solved by each storybuilder as per their own artistic sensibilities as expressed in their scripts and verbs. -
Re:Interaction is the Enemy of NarrativeOK, here's a mockup screenshot of one turn in a game:
http://www.storytron.com/overview/ov_storytron.ht
m land here's a more detailed explanation of verb-based interaction:
http://www.storytron.com/overview/storyworld/verb
_ based_dramatic_interaction.htmlhere's a very thorough discussion of the nature of the interface:
We don't have to solve any AI problem because this is not an AI problem; it's an artistic problem and is solved by each storybuilder as per their own artistic sensibilities as expressed in their scripts and verbs. -
Re:Interaction is the Enemy of NarrativeOK, here's a mockup screenshot of one turn in a game:
http://www.storytron.com/overview/ov_storytron.ht
m land here's a more detailed explanation of verb-based interaction:
http://www.storytron.com/overview/storyworld/verb
_ based_dramatic_interaction.htmlhere's a very thorough discussion of the nature of the interface:
We don't have to solve any AI problem because this is not an AI problem; it's an artistic problem and is solved by each storybuilder as per their own artistic sensibilities as expressed in their scripts and verbs. -
Re:Snake Oil
I'd say it qualifies as an original idea if most people can't even grasp the concept of it. A couple of "multiple endings" has nothing whatsoever to do with interactive storytelling. What about the rest of the game? Put in earlier branches? Put in more branches? You can never put in enough branches to give the player TRUE power to make his own choices throughout the game. You'd have thousands of them, if not more. As Crawford puts it in his book on Interactive Storytelling, branching is an often tried and tired approach that simply does not work, it just does not give you what you want.
Try reading this for a short overview on what interactive storytelling actually is:
http://www.storytron.com/overview/ov_approaches.ht ml