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Interactive Storytelling

Sarusa writes "Video games are big business. Movies are big business. I hear that people used read a lot of things called books: it seems like there would be a lot of money to be made from a successful merger of what makes books and movies compelling with what makes video games compelling, though we've been trying that for decades with little success. Interactive Storytelling: Techniques for 21st Century Fiction by Andrew Glassner takes a look at what we know about stories, what we know about games, how they work (or don't work) together now, and how they might work together in the future." Read on for the rest of Sarusa's review. Interactive Storytelling author Andrew Glassner pages 500 publisher A. K. Peters rating 7 of 10 reviewer Sarusa ISBN 1568812213 summary A solid look at the elusive merger of movies and video games.

First, this is a book that everybody who wants to make compelling games should read. That said, however, it isn't really a book you would read for fun -- it's more of a textbook. The first half of the text is a necessarily rather dry presentation of concepts: for example, nine pages on 'Narrative Devices.' Glassner uses copious examples from movies that you've probably seen and games that you've probably played, and the text is certainly an easy read and well written, but it's still a very step-by-step presentation. You can't hide the fact that you're supposed to be learning something here. The second half of the book does open up a bit as he goes beyond just priming you on story and game theory.

He starts out by assuming you know almost nothing about storytelling. You might think that this is too obvious, but if you've played enough storytelling abominations like 'Sudeki,' you will know that game creators usually don't make very compelling storywriters. So the first quarter of the book is a crash course on the fundamentals of writing stories -- characters, plot, and techniques. The second, slightly shorter, part of the book examines the mechanisms of games in general. Not video games in specific, but all types of games. The five types of games, scoring rules, structure, and theory.

We're now ready to actually tackle merging stories and games, and at this point our cunning vision falls apart. Glassner's strongly held opinion, which he argues quite coherently, is that a great story is the product of one (or a few) expert storytellers presenting a strong, consistent vision to you, the consumer. The fabled holy grail of gaming is letting the player do whatever they want -- full interactivity. And this is to a point fundamentally incompatible with telling a great story. Conflict drives most stories -- what if the player quite reasonably minimizes conflict? But there's a lot to be learned from where they do contradict each other, and some common ground to be found. In my favorite chapter in the book, 'Common Pitfalls,' he uses specific video games that blatantly demonstrate how to not apply even the simplest rules of good storytelling and user immersion.

Many of the fundamental insights in this part are 'obvious,' yet demonstrably unobvious to most video game designers. For example, that people gravitate toward the entertainment that has the highest fun-to-work ratio. Television is hugely popular since the fun is high to very low, but the work is near zero. They will do more work if it offers a lot more fun. Which means you shouldn't force your players to do stupid, boring, unnecessary work like running through a dozen screens again and again to get between important locations. "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it." Preach on!

The last part of the book finally deals with the 'interactive storytelling,' slowly building up ever more ambitious plans till we're in the realm of the purely experimental. Several reasonably fleshed out examples are given, and some of them seem quite plausible even with today's technology. The balance between future technology (holograms and AI) and the reality of today is considered. Glassner is quite a skeptic about AI and the holodeck from Star Trek, but explores how tricks such as emergent behavior and setting expectations low and then beating them can work for you. For instance, if your AI is driving an animal (rather than a human), the players will be much more forgiving. Or if you give the user attractive, static graphics up front, they will be projected onto the cruder in-game graphics. Because of the conflict between a great story and complete interactivity, he suggests 'participatory storytelling' is a better goal than fully interactive storytelling.

Particularly interesting is the discussion of 'living masks.' Most people don't like to act, because they know it takes skill and that bad acting is very painful. But what if you could be 'in' a character that would take what you were doing at home and then do it in character on stage, so everyone involved could act to the best of their abilities but still 'be' a good actor? You'd have some control over the gross reactions, but the details would be up to the software. Obviously, we're nowhere near that level of sophistication, but there's a lot of time left in the 21st century. It does mean that a large portion of the book deals with techniques that are right now totally impractical.

My biggest disappointment with this part of the book is that it implicitly seems to assume that all games in the future will be multiplayer, as they're the focus of all the examples. And at this point Glassner has pretty much transcended mere 'games' for his vision of the future of entertainment. But it's easy to see how they could be adapted to the single-player games which will hopefully still be available in 2099.

To summarize, I think anyone with a serious interest in telling stories via video games or interactive fiction should read Interactive Storytelling. It's well written and does a good job of teaching concepts that most people making currently making video games could use a lot of help with. Furthermore, Glassner's vision of the future of storytelling is fascinating, even if it doesn't play out that way. However, I would not recommend that you pick this book up as a casual read. If you're looking for that, you might be better off with Creating Emotion in Games by David Freeman or perhaps The Art of Interactive Design by Chris Crawford. Or, though it somewhat destroys the rigorous chain of thought, skip the first half of Interactive Storytelling, then go back and digest it piece-by-piece later.

You can purchase Interactive Storytelling from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

163 comments

  1. Well by savagedome · · Score: 4, Funny

    Interactive storytelling in common man's terms is called Grandma.

    1. Re:Well by dillon_rinker · · Score: 4, Interesting

      Yup. Any grandma who makes up stories is well versed in the technique of reaching a climactic moment and asking "And then what do you think happened?" The child responds, and grandma exclaims "That's exactly right!" Then grandma continues, dramatizing and expounding on the child's answer.

    2. Re:Well by javaxman · · Score: 4, Interesting
      My 3-year-old son has recently decided that instead of a book at bedtime, I ( or my wife ) will tell him a story. Then he tells us what the story will be about. If the story we tell him at some point doesn't include the things he thinks it should include, he tells us about it.

      Sounds like interactive story-telling to me...

    3. Re:Well by VidEdit · · Score: 5, Interesting

      Ah, so true.

      People act as if interactive story telling was some sort of new idea. In fact, it dates back as far as story telling. However, the fact is that their are two kinds of media right now (I forget who coined the terms): Lean back (where we watch passively as the story unfolds, e.g. books, tv and movies) and lean forward (where we interact, eg. computers and games).

      There will always be two kinds of media. People will always want lean back media. They want a story told to them and they want the director to do the story telling, to build up the characters and the tension, to create pace. And they don't want to do his work for him.

      People always will want to interact with media, so they can be involved, interact and be a part of the action. Which means the pacing and conflicts can't be perfect because the story is now being partially written by the player.

      As the summary of the book points out, the idea that lean back media and lean forward media will merge completely is balderdash. The two media have different needs. Futurists be damned...

      --
    4. re: well by ed.han · · Score: 3, Informative

      and in geek terms is called role-playing games. you know, pen & paper/tabletop games. D&D, GURPS, the white wolf stuff...

      ed

    5. Re:Well by daeley · · Score: 5, Funny

      Dear Dr. Lundberg:

      You will be happy to hear our "javaxman 2.0" project is proceeding well. Please see attached post on Slashdot by the story-telling android unit, referring to his client-child as its own -- you can't imagine how long it took our AI team to get the emotional algorhythms just right without resulting in murderous rampages every fortnight for no discernable reason! A lot of good scientists lost their lives in pursuit of this project. And yet, considering how much money such a product will bring our company, what are a few PhDs, eh?

      Once again, on that other matter of concern, we have every confidence that the FBI will be able to track down the "javaxman 1.0" unit that disappeared last month. And I *do* think all the dead farm animals in Saskatchawan are a coincidence.

      Sincerely,
      Dr. Ackthappth
      Android Product Division

      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
    6. Re:Well by Anonymous Coward · · Score: 0

      God, this makes me even more convinced that I want to die childless. What an horrifying demand, to spontaneously compose a story without rhyme or reason.

    7. Re:Well by Anonymous Coward · · Score: 0

      Notice, his kid is only three. He's not going to make it much longer. But I'm sure the memories will last. My wife used to ask me to do this kind of thing too, but eventually she got tired of my obnoxious tendencies to make the stories rather perverse. Hey, what you want off the cuff?

    8. Re:Well by ObiWanKenblowme · · Score: 0, Flamebait

      If your imagination is so poor that it's so difficult for you to come up with a story that can entertain a 3-year-old, you probably should die childless.

      --
      Obvious exits are NORTH, SOUTH, and DENNIS.
    9. Re:Well by LoudMusic · · Score: 0, Troll

      My 3-year-old son has recently decided that instead of a book at bedtime, I ( or my wife ) will tell him a story. Then he tells us what the story will be about. If the story we tell him at some point doesn't include the things he thinks it should include, he tells us about it.

      Sounds like interactive story-telling to me...


      That is soooooo cool. Still doesn't make me want to have kids, but it is very cool indeed. Congratulations on an apparently successful family (:

      --
      No sig for you. YOU GET NO SIG!
    10. Re:Well by Anonymous Coward · · Score: 0

      My son is 3.5 year old son does the same thing.

      All I need to say is, "Once upon a time there was a little boy and his three friends the green, yellow and red dinosaurs. What do you think they are going to do?"

      The stories usually involve what he's done during the day or what he wants to do. Maybe an upcoming trip. I start the story and ask what the characters say or do. From there, he's telling the story and I just add in things to keep it going when he runs out of ideas.

      What's interesting is that he of course watches television shows and plays with his friends during the day. These make their way into the stories since they are fresh in his mind. So in a way I'm living his day vicariously which is very cool. I just have to filter out the dinosaurs and robots.... :)

    11. Re:Well by SaV · · Score: 2, Interesting

      Sounds like "A Young Lady's Illustrated Primer" to me!

      Every member of the Mouse Army has one, your kid needs one too!

    12. Re:Well by javaxman · · Score: 1
      A.C. writes : My son is 3.5 year old son does the same thing.

      All I need to say is, "Once upon a time there was a little boy and his three friends the green, yellow and red dinosaurs. What do you think they are going to do?"

      The stories usually involve what he's done during the day or what he wants to do. Maybe an upcoming trip. I start the story and ask what the characters say or do. From there, he's telling the story and I just add in things to keep it going when he runs out of ideas.

      Actually, my experience is very similar. The kid went to Chuck E. Cheese ( kid-oriented pizza place for you non-US folks ) recently, and since then the stories tend to be about he and ( either Sandy Cheeks from Spongebob, or some assortment of Teletubbies ) go to Chuck E. Cheese. Before then it was the local amusement park, and before that, the beach.

      To be honest, I wish he had more breadth of stories. And more friends, too, I'm starting to think the kid watches too much TV...

    13. Re:Well by bl4ckmage · · Score: 1

      If only I had point points to boost this wonderful reference to The Diamond Age, by Neal Stephenson

    14. Re:Well by aussie_a · · Score: 1

      Rule #31 of posting on Slashdot: Using inverted smileys will cause people to think your post was sarcastic and therefore mod you as a troll. In order to avoid this please use the standardised form of having the bracket last (e.g. :)).

      Commenting on this rule will have your post marked down as -1 Offtopic.

    15. Re:Well by LoudMusic · · Score: 1

      Rule #31 of posting on Slashdot: Using inverted smileys will cause people to think your post was sarcastic and therefore mod you as a troll. In order to avoid this please use the standardised form of having the bracket last (e.g. :)).

      Commenting on this rule will have your post marked down as -1 Offtopic.


      That's stupid.

      --
      No sig for you. YOU GET NO SIG!
  2. Alternate title: by Neil+Blender · · Score: 5, Funny

    "Books for Dummies"

  3. Interactive novel style game: by l33t-gu3lph1t3 · · Score: 2, Interesting

    Final Fantasy X immediately springs to mind. Any others?

    --
    ------- "From bored to fanboy in 3.8 asian girls" ----------
    1. Re:Interactive novel style game: by ppz003 · · Score: 4, Interesting

      How about the Myst series? OK, the first couple don't exactly let you stray very far at all, but it is kinda nice being able to spend a lot of time to work out the puzzles, and not worrying about dieing all the time.

    2. Re:Interactive novel style game: by Anonymous Coward · · Score: 1

      The Zelda games have been very, very good at this. There is a definite goal, but you have so many other options (and alternate, minor goals) that you can have fun all over the place.



      When my girlfriend plays, she has so much fun just messing around that she forgets what the main goal was. Then she makes me a sandwich.

    3. Re:Interactive novel style game: by Anonymous Coward · · Score: 0

      What about Metal Gear Solid 2 ? That game played a great deal like an action movie, right down to the dramatic slo mo and cheesy comic relief. It is, however, rather linear...

    4. Re:Interactive novel style game: by Anonymous Coward · · Score: 0

      There is a whole category for them at Google / DMOZ.

      (Warning, Adult Content)

      http://directory.google.com/Top/Adult/Arts/Online_ Writing/Interactive/

    5. Re:Interactive novel style game: by RsG · · Score: 3, Interesting

      Planescape Torment is a damn good story and a fine game. It's easily my favorite RPG.

      (For those who don't know what I'm talking about, this is a Black Isle game from the late nineties, using the same engine as Baldur's Gate. Great reviews, devoted following, lousy sales).

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    6. Re:Interactive novel style game: by Aash · · Score: 2
      King's Quest 6. One of the best adventure games ever.

      But I think pretty much any adventure game would fall into this category.

      --

      --
      These aren't the droids you're looking for.
    7. Re:Interactive novel style game: by JJahn · · Score: 1

      Xenosaga is an even better example.

    8. Re:Interactive novel style game: by Anonymous Coward · · Score: 0

      Small irony: a post about P:T... gets +1 underrated!

    9. Re:Interactive novel style game: by Anonymous Coward · · Score: 0

      I don't know. I haven't played Final Fantasy X. But it's a perfect platform for me to spring in to a rant about the previous FF games and why they are NOT interactive fiction. I tried to play Final Fantasy 8, for example, but it was basically just an animated movie that required me to push X all the time on my controller. And when something vaguely challenging happened, if you messed it up, it would just ask you if you wanted to skip it! I don't know, but I think of "interaction" as involving my brain at least as much as it does my thumb.

    10. Re:Interactive novel style game: by rootofevil · · Score: 1

      for those that played it, the marathon series, even through the usermods like evil had great plots. also, myth: TFL and myth 2: soulbligher had very good plots.

      after pathways into darkness, bungie really stepped up the plot factor in their games.

      remnants of marathon remain even in halo, which i suppose exists in the same universe. heres to hoping that the pfhor and spht return or at least make a guest appearance in halo 2.

      --
      turn up the jukebox and tell me a lie
    11. Re:Interactive novel style game: by AuMatar · · Score: 1

      Xenosaga doesn't have enough game to qualify for the second half of the term.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    12. Re:Interactive novel style game: by Sarcastic+Assassin · · Score: 0

      Metal Gear Solid, and to a greater extent, Metal Gear Solid 2: Sons of Liberty. A beautiful set of games, not only to look at, but to play along with. Also, SoL has some pretty hardcore interactive elements (kneel in front of the toilet in the men's room, and call the colonel to see what I mean ;])

    13. Re:Interactive novel style game: by Captain+Fallout · · Score: 1

      Metal Gear Solid 2. Cutscenes are way too long.

    14. Re:Interactive novel style game: by Ziak · · Score: 1

      i have to say the best interactive novel style game is Fallout 1 and Fallut 2.... there is just so much to do in that game the entire game is really non-linear with more then one way to solve anything ..... if you want to you can go waste an entire town, you could go around and do what ever you want to do.... how you play will effect you in the later game, which will effect the outcome of the ending

      --
      Loading Please Wait....
  4. RPG by Anonymous Coward · · Score: 0

    Obviously this guy has never played an rpg of any kind b4.

  5. interactive storytellling by Anonymous Coward · · Score: 0

    1) tell story
    2) interact

    1. Re:interactive storytellling by genner · · Score: 2, Funny

      3.)Profit!

      Don't mod this funny, as in this case it's both true and insightful.

    2. Re:interactive storytellling by aussie_a · · Score: 1

      You fool!

      You forgot ????, it's

      1) X
      2) Y
      3) ???
      4) Profit

      and don't you forget it.

  6. Choose Your Own Adventure? by FatPaulie · · Score: 5, Informative

    Didn't we create these "interactive stories" in the early 80's?

    Those Choose Your Own Adventure and Which Way books were pretty darned popular in my grade school library.

    --
    Only those who attempt the absurd will achieve the impossible.
    1. Re:Choose Your Own Adventure? by QuijiboIsAWord · · Score: 0

      Always remember, when the dwarf asks you to kill him. Do it. Yes, you're definately sure you really want to kill him.

      --
      -Hmm...I got a G+ invite, better remember to remove the request from my sig...-
    2. Re:Choose Your Own Adventure? by StalinsNotDead · · Score: 1

      I remeber those. Every time I'd read a new one for the first time I would die. That's how I learned I don't have very good judgement.

      --
      Thanks to the internet, we can now all die alone together! -SomeWoman
    3. Re:Choose Your Own Adventure? by gl4ss · · Score: 1

      most of those are quite sucky, in reality giving you just two options, to die after 2 steps or go the 'right' route.

      that's the problem with 'interactivity' in games though too. more often than not you're just a puppet on a totally prescripted rail of events.

      --
      world was created 5 seconds before this post as it is.
    4. Re:Choose Your Own Adventure? by Taladar · · Score: 1

      The Problem simply is that for every real choice you double the number of possible story lines so if you get a choice betwenn two of these every 5 minutes you have 4096 distinct storylines to build after an hour of gameplay which is quite impossible at least for a commercial game with limited ressources.

    5. Re:Choose Your Own Adventure? by Anonymous Coward · · Score: 0

      I remember my favorite (by far) was Hyperspace

      If you want to buy them for whatever reason, ebay seems to be the best place.

    6. Re:Choose Your Own Adventure? by _|()|\| · · Score: 1
      The author mentions Choose Your Own Adventure in "Branching and Hypertext Narratives," and he doesn't think highly of the concept, beyond the initial novelty. I think some of today's games could stand a bit of CYOA-style novelty. Games like Half-Life, as high as their production values are, make me feel like a rat being led through a maze. Halo puts a red or green light over the door to let you know whether it's locked. Elite Force puts force fields in the corridors.

      A cheap way to spice up a game is to borrow attribute or skill points from role-playing games. System Shock 2 is linear, but you can choose skills to balance the gameplay to your liking. A branching narrative is more expensive, because you're purposely making content that the player is not supposed to see (unless he plays the game repeatedly). Content is expensive.

      There are two challenges to effective branching narrative: making it less expensive, and making it aesthetically pleasing. Choose Your Own Adventure stories limited the branching factor to a few main plot lines. Most of the choices were dead ends or digressions. Janet Murray's Hamlet on the Holodeck suggests a more sophisticated use of branching, based on Kuleshov's early studies of film. Some of your scenes can be neutral or ambiguous, such that their interpretation is subject to discoveries in later scenes. This technique is used to good effect in The Sixth Sense and Memento. It's a craft with few or no masters, but I think it's worth exploring.

    7. Re:Choose Your Own Adventure? by gl4ss · · Score: 1

      yes, but it would be nice if there were at least 10 _really_ different storylines.

      or even 3.

      --
      world was created 5 seconds before this post as it is.
  7. Graphic Novels by erick99 · · Score: 2, Interesting

    I do greatly enjoy graphic novels that combine comic book-like panes and text into a novel length book. Harvey Pekar is my favorite practitioner of this art. For me, an interactive novel is one step beyond what I am comfortable reading. However, I am 46 and maybe those a bit younger will have an easier time trying something like this.

    --
    http://www.busyweather.com/
  8. aka "Hypertext Fiction" by useosx · · Score: 5, Informative
    1. Re:aka "Hypertext Fiction" by cno3 · · Score: 1

      Chris Crawford has a new book titled Chris Crawford on Interactive Storytelling that covers similar ground but from a different angle, and should be very good.

      Also, Grand Text Auto is an excellent Interactive Storytelling group blog by some of the important names experimenting in the field today.

  9. Graphic Adventures? by TheRealMindChild · · Score: 1

    Isnt this what Graphic Adventures are? One specifically I have in mind was Phantasmagoria 2. Sure it wasnt that great of a game, but it was a really great interactive movie.

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    1. Re:Graphic Adventures? by glenebob · · Score: 1

      It seems to me that those adventure games have two little problems. One, they're generally too difficult to be enjoyed as a story, and two, they're usually very short if you remove all the time spent trying to solve puzzles. For example, I played the old X-Files game (all seven CD's of it) in twelve hours or so. Most of that time was puzzle solving, and it's the easiest such game I've ever seen.

      But they're in the right direction. Just spend less time and money on puzzles, and more on story telling, and you pretty much have it.

      Oh, and they would need to cost less and be much more prolific than they are now.

      And yes, it would be very cool. I would really get into that sort of thing.

  10. reality modiciation environments by dTaylorSingletary · · Score: 4, Interesting

    I've always been interested in interactive storytelling. When I was a creative writing major over at San Francisco State University I was exploring such options, I purchased the excellent StorySpace software thinking that perhaps the web or a hypertext environment was the right way to go, only to be disappointed at the limitations. (The software is excellent for what it is capable of, even if it didn't fit the bill in my aspirations).

    The conclusions that I drew are financially unreachable at this time. As well as the age-old problem that I think any interactive fiction will ever have: lack of interest. What I've always wanted to do is create locations much like Disneyland rides that tell a story interactively with a participant using computer projections and robotics, possibly with the interaction of psychedelic substances to help prime the "reader" for their experience.

    Alas, I will probably never feel fufilled creatively as my ideas have no possibility for ever coming into fruition. (More on these ideas here).

    It's a chicken/egg problem. Those of us who are but poor artists can't realize their dreams without heavy investment, and cannot get the heavy investment without an interested public to interact with. And an interest public cannot exist until the artistry is to be seen.

    --
    d. Taylor Singletary,
    reality technician techra.el
    1. Re:reality modiciation environments by Oligonicella · · Score: 2, Insightful

      Nicely put. May I suggest that you, like all poor artists throughout time, forgo all the little pleasures that cost money and invest in your craft at the expense of all else. Remember, daVinci had to grind and make his own paints, he didn't purchase them. Valesquez even went so far as to invent his very own way of doing it. If you need a good computer, work at Kentucky Fried or whereever and save. At the end of the year you can purchase said machine. In the meantime, there's nothing stopping you from doing the design and layouts without it.

      Best of luck.

    2. Re:reality modiciation environments by Spy+der+Mann · · Score: 2, Insightful

      Hey look. there's ALWAYS a way to exploit your creativity.

      I've done it myself. I _SUCK_ at drawing. But i'm a wonderful storyteller. So instead of suffering because I can't draw manga, I don't lose time and start writing.

      The key here is: Use what you have handy. People have different ways to express themselves: Music, poetry, literature, movies... etc etc.

      And it's funny you mentioned Disneyland - because you know? There was some guy who wanted to turn the Pirates of the Caribbean tour into something more tangible. Voila, "Secret of Monkey Island" was born.

      So, don't lose hope! I'm sure someday people will take your ideas when they're realizable and use them. But until then, there are always ways to exploit your creativity :)

      And remember: What makes I.F. so compelling is that inside the human imagination, there are NO limits.

      Maybe... you should start focusing on your capabilities, and not on your limitations.

    3. Re:reality modiciation environments by _|()|\| · · Score: 2, Insightful
      The conclusions that I drew are financially unreachable at this time. As well as the age-old problem that I think any interactive fiction will ever have: lack of interest.

      You've gotten a couple of encouraging replies, and I'll add one more. It is often said that the game industry doesn't need any more "idea people." Looking at the current market, I don't agree. Develop your ideas so that you can pitch them to a team capable of realizing them. Prototype with hypertext, or even paper. Today's market may seem to be dominated by first-person shooters, but The Sims proved that there is a market for something different.

  11. It's not fun at the end by vurg · · Score: 0, Offtopic

    A friend once started an online write your own chapter kind of thing. It started out really funny until someone typed goatse links near the end.

    1. Re:It's not fun at the end by soft_guy · · Score: 1

      Was it called Slashdot?

      --
      Avoid Missing Ball for High Score
  12. Warren Spector by kin_korn_karn · · Score: 3, Interesting

    All you have to do to learn this art is play every game that Warren Spector has ever touched. The man is the gaming world's Ridley Scott (I almost said Spielberg but that's more Will Wright).

    1. Re:Warren Spector by subrama6 · · Score: 1

      you're kidding, right? warren spector creates art. ridley scott used to, but then he started doing gi jane and hannibal. if you're going to compare spector to a filmmaker, it has to be someone who rarely misses. for the sake of argument, i'll throw out wes anderson.

    2. Re:Warren Spector by kin_korn_karn · · Score: 1

      well, ridley scott in his prime, I guess. Think Alien, Blade Runner, etc.

      Wes Anderson is good but I don't like his style. Too much of that "I'll linger on this shot and slowly zoom in, which will show the audience how profound I am" stuff in his movies.

  13. Should they merge? by G4from128k · · Score: 4, Insightful

    I question the premise. Although games and stories are both entertainment, that does not imply that they can be successfully merged. On the one hand, what makes a story great is the ability to hear how someone else handled a problem or situation -- learning from another person's life and NOT controlling the story line. Call it lazy, but a passive vicarious experience can be pleasurable.

    On the other hand, what makes games great is the ability to take control and run your own life in the game. You get to be someone you are not or try a persona or just compete for the thrill of it. Games are pleasurable for a diametrically different reason than stories. We like stories because they let us be passive and we like games because they let us be active.

    I like green olives and I like chocolate and they are both food, but that does not mean they should be merged.

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:Should they merge? by RsG · · Score: 3, Interesting

      Well, I've always said that games are not stories per se, but rather are just plain _games_. Most of us play games for the enjoyable challenge to our brain and reflexes, not for in depth narrative. At it's core every game boils down to pong or chess (an oversimplification to be sure, but still true).

      That being said, games with a compelling story, even one that would never work as a book/movie/TV series, are generally better than games that lack story. Story in a game is a nice bonus that fleshes out the universe that you're playing in. It adds much needed substance. But it's not a prerequisite for a good game.

      Doom/Quake (all of them) Half Life, UT etc have little in the way of storytelling (HL has plot, but no narrative or character), yet these are highly praises and successful games. On the opposite side, KOTOR, System Shock, Planescape, BG II and the like have very good story, strong character development, and are generally well written, yet also have solid gameplay behind them. Partly it's a genre thing (the "vicarious experience" is definitely a FPS convention), but mostly it's a matter of gameplay first, story second.

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    2. Re:Should they merge? by jglen490 · · Score: 1

      Agree. When reading a book, the interaction is between the story-teller's words and the readers own mind and experience. If you were to read a piece of good fiction by Hemingway, or Steinbeck, or other good storyteller, there's a certain "movie-like" stream that plays within your own mind that comes from the interaction of your imagination, your own understanding of the author's story, and your own life experience. A compelling story absorbs you within that interaction. A game, while possibly as compelling as a good book, absorbs you within the game writer's stream of action and imagination and is therefore limited by that author's ability to present that story's stream. If you were to compare what was in your mind's eye to someone else's when you both read "The Big Two Hearted River", there would very likely be differences in the details based on your own life's experiences. If you were to compare your game play with another person's game play for the same game, the only differences would be in what choices you each made at certain moments. The game would be the same in terms of terrain and characters, goals and possible results. But that's just me and I'd rather read a good book than play any game, any day!!

    3. Re:Should they merge? by Taladar · · Score: 1

      Wait till you have seen all of Gameplay a hundred times, only then will you be able to really appreciate a good storyline because story is different in any game, gameplay is more or less the same in any game of the same genre, there will be a point when you grow tired of gameplay but you will never grow tired of good stories.

    4. Re:Should they merge? by Wile_E_Peyote · · Score: 2, Insightful

      I like green olives and I like chocolate and they are both food, but that does not mean they should be merged.

      Okay, but think of it more like stories are a seasoning than a food. I don't think the article is talking about "Choose you own adventure" type of stories. It's more about bringing the techniques of story telling into gaming.

      Most of the really good games I have played have a good narrative. That doesn't mean I wasn't in full control of the character, it just means there were moments when I was sucked into the story and cared about the character/story I was controlling.

  14. Story vs. non-story games by Doctor+Cat · · Score: 5, Insightful

    One of the things we DON'T hear in all the writings about "how to get great stories/writing" into games is a good analysis of "what percentage of games should be story-related and what percentage should be otherwise, and why?" Games like tetris, solitaire, minesweeper, chess, pinball, card games, etc. are certainly quite popular with little or no story elements, and deservedly so. More story-oriented games like Secret of Monkey Island or the Final Fantasy series have their place too - but it seems clear to me that they'll always account for a minority of the overall game market. Discussions or studies of "what should we do within that portion of the market" are fine with me, but overly broad talk of "what should games do" that imply ALL games should be striving for more story and more writing bother me a bit. Games can validly focus just on action, like robotron, asteroids, or quake 3, they can validly focus just on strategy, luck, trivia questions, relaxation, or socializing. (In studies by GameTrust, when asked "what's your main reason for playing this game", 40% answered "to win", 43% answered "to relax", and 17% answered "to socialize".) What to do with storytelling and writing in an interactive setting is an interesting and useful question for the game industry to keep exploring. But it is less central to the question of how to make games than issues like "What role do different kinds of game mechanics play in the social and heirarchical interactions between human beings, and how could they do it better?" Or "What kind of single player games can best develop inductive reasoning skills?" The Super Mario games were huge hits in large part because they develop a young person's inductive reasoning "mental muscles" in a very satisfying and very rapid way. But discussion of these other types of questions is, I feel, sadly lacking in the game industry. -- Dr. Cat

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

  15. Another good book by ErikInterlude · · Score: 3, Informative

    Anyone intereseted in writing interactive fiction or non-fiction might be interested in "Writing For Interactive Media" by Jon Samsel and Darryl Wimberely. Here's a link.

    It goes over the various techniques by which one can develop interactive media, and what one should think about when doing so (design techniques, multiple plots, characters, interactive screenwriting, and other issues). I think it provides a good foundation with which to approach most forms of interactive writing.

    --

    --Erik
  16. very interesting by loid_void · · Score: 1

    It's very interesting that this is now another book on interactive storytelling. I tough nut to crack, but it will happen. We've got a site up, the story is just unfolding, some online and the rest, developed in group sessions, as it is a musical, and we are just now setting up the blog, needed, to fuel it along it's way. The future of it all, it's out there... somewhere.

    --
    Anyone seen my jagged little pill?
  17. Dammit... by bigattichouse · · Score: 4, Funny

    [click click.. damn intros].. slow fade in of a new world.
    In the.. [click]
    new cut away of astonished faces.. [click]
    And.. [Click] "But I n.. [click]
    .. [click]
    .. [click]
    .. [click]
    Bashing heads!!! dodge spin duck, combo attack.. crap!!!! wheres that save-portal!! dammit!

    [click click.. damn intros].. slow fade in of a new world.
    In the.. [click]
    new cut away of astonished faces.. [click]
    And.. [Click] "But I n.. [click]
    .. [click]
    .. [click]
    .. [click]

    Even worse, intros you HAVE to watch EVERY DAMN TIME, no click thru.

    --
    meh
  18. Ai page plug by CrazyJim1 · · Score: 0

    www.geocities.com/James_Sager2

    I describe that once AI is established, it can play RPG games with you. Basically make a choose your own adventure.

    And when AI is first born, it will take books and make it into a 3d semi-interactive movie.

    God spoke with me:
    www.geocities.com/James_Sager_PA

  19. Of Course by $RANDOMLUSER · · Score: 2, Insightful
    > My biggest disappointment with this part of the book is that it implicitly seems to assume that all games in the future will be multiplayer, as they're the focus of all the examples.

    That's why they call it play. Remember playing cowboys and indians, or hide-and seek? How about adult paintball?
    Play is inherently with other people.

    "Playing" against the machine (solitaire, chess, solo FPS, whatever) is just a diversion, it's not really "fun" if it isn't shared.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    1. Re:Of Course by Anonymous Coward · · Score: 0

      "Playing" against the machine (solitaire, chess, solo FPS, whatever) is just a diversion, it's not really "fun" if it isn't shared.

      I remember having quite a fun time playing the Super Mario series on the NES, against the computer. Is that not "play"?

    2. Re:Of Course by QuijiboIsAWord · · Score: 0
      it's not really "fun" if it isn't shared.

      This is /. We don't know of any kind of fun that isn't done solo, with the clip set on "loop".
      --
      -Hmm...I got a G+ invite, better remember to remove the request from my sig...-
    3. Re:Of Course by Anonymous Coward · · Score: 0

      Play is inherently with other people.

      You must be new here.

    4. Re:Of Course by Shadow+Wrought · · Score: 3, Insightful
      Remember playing cowboys and indians, or hide-and seek? How about adult paintball? Play is inherently with other people.
      it's not really "fun" if it isn't shared.

      I think you might be mixing up the conept of "play" and "fun." There are quite a few things that are "fun" which tend to be solo activities. My solo training flights were a blast, but, of neccesity, solo. Does that mean that they weren't fun? Play for the most part is with others, but nowhere is it written that the "other" must be human. Ever "play" with a dog? Or a cat? Playing with an AI is a means to for play just like anything else in the virtual world. Indeed I find the computer to be a far more satisfying opponent than the human ones most of the time!

      You are certainly welcome to your beliefs, and I don't know that I would argue against you if your premise was that folks needed more human interactions (/. bias notwithstanding) but I think you have taken this a bit too far.

      --
      If brevity is the soul of wit, then how does one explain Twitter?
    5. Re:Of Course by utexaspunk · · Score: 1

      Play is inherently with other people

      are you trying to say that I can't play with myself?

    6. Re:Of Course by Wile_E_Peyote · · Score: 1

      it's not really "fun" if it isn't shared.

      Apparantly you have never heard of masturbation...

    7. Re:Of Course by $RANDOMLUSER · · Score: 1
      I was (I thought rather obviously) talking about the appeal of multi-player video games.
      I wasn't saying that "fun" required others, only that "play" requires others - and I think I'll stick with that.
      Playing with my dog is "play", but playing (interacting) against an AI is a "fun" diversion - not "play" in the real "seven-years-old-runing-and-laughing" sense of the word.

      And yes, if no-one else will play with me, I can always play with myself.

      --
      No folly is more costly than the folly of intolerant idealism. - Winston Churchill
    8. Re:Of Course by Oligonicella · · Score: 1

      What a bunch of pompous crap. Play (in Webster's Unabridged) has 94 definitions. I can play a flute, play a hand of solitaire, or play with myself.

      Not one definition of fun as a verb requires another participant. Mainly, it is any activity that generates mirth.

      In short, you don't know what you're talking about.

  20. Interactive storytelling? Well, that's RPG for me by Anonymous Coward · · Score: 1, Interesting

    The storyteller is the game master (or whatever he's called in the game), the listeners are the players and they interact with the story.

    This way everyone has his word in the story: the players learn a story (a good one let's hope) and the master must bend his "original" story around the players actions/reactions/decisions.

    I have been playing RPG for 23 years and it's still a fascinating storytelling experience!

    Just my 2 euro cents ;o)

  21. Yes, I believe I've found the solution. by korea · · Score: 3, Interesting

    It involves 20 sided die, mountain dew, cheetos, and a bag of holding.

    --

    --

    "pain is weakness leaving the body."
    1. Re:Yes, I believe I've found the solution. by Anonymous Coward · · Score: 0

      "I wanna cast magic missile!"

    2. Re:Yes, I believe I've found the solution. by Anonymous Coward · · Score: 0

      "I was attacking the darkness!"

    3. Re:Yes, I believe I've found the solution. by Khan+Fused · · Score: 1

      I shoot an arrow at the Gazebo.

      --
      This mind intentionally left blank.
    4. Re:Yes, I believe I've found the solution. by gblues · · Score: 1

      You left out the +9 Ogre Slaying Knife.

      Nathan

  22. application for PnP RPGS by EisBar · · Score: 1

    This looks like a very interesting title, I wonder if it's any good for pen and paper RPGs. I always thought that the most interesting adventures are those with good plots and villains, rather than simple dungeon crawls.

  23. hi neil... by mbonig · · Score: 0

    so basically what Neil Stephenson wrote about in The Diamond Age

  24. What people dont get about books by emtboy9 · · Score: 3, Insightful

    is that until they figure out a way to make games capable of being played out in our own brains, they will never have the quality of a good book.

    What makes a book special, beyond character development, sympathetic characters, great story line, plot, drama, and all the rest, is the fact that we live the book in our own minds.

    If I watch the movie Timeline based on Crichton's novel, I am seeing that Fast and Furious guy adn some other people on a ride through time. Its a fun movie, I suppose, not the best, but not the worst, but its still vicarious. I am experiencing it through their lives.

    When I READ Timeine, I actually got to LIVE the adventure. Since it was all in my own mind, the scenery, people, etc were all up to my own imagination. The lead character looked, in my mind, or at least personified my ideal self in that story.

    Reading is a hell of a lot more mentally engaging than watchign a movie or playing a video game. So far the closest anyone has come to a game being close to the book experience is the FPS. The FPS puts YOU in the game. You arent just playing some character, directing his/her/it's life. The character you play in a FPS, esp in somehing like a MMORPG, is an extension of YOU.

    When I played Resident Evil, I controlled a character. When I play Battlefield Vietnam, I AM in Vietnam fighting it out.

    THAT is the difference between a book experience and a game/movie experience.

    Of course, I am just holding out for the chance to jack in to interactive pr0n ;)

    --
    "Our funds have never taken part in toxic or death spiral convertible financings of any sort" -BayStar's managing partne
    1. Re:What people dont get about books by Jormundgandr · · Score: 1

      I feel obligated to point out that Timeline was a really fantastically horrible movie. It was a mediocre made-for-tv movie that somehow got put into the A-list box by mistake. Like Underworld. But sadly, Underworld was much better than Timeline.

      The scottish guy had a cool accent though. I guess that's one reason to watch it.

      As far as putting me in the game, I can't wait until I have enough $$ to buy a new 3d card and Doom 3. Just playing the demo at midnight with the lights off had me twitching in my seat, and almost lunging for the light switch a couple of times. THAT is pulling you into the game.

      --
      -sig removed for tax purposes-
    2. Re:What people dont get about books by Taladar · · Score: 1

      Good Text Adventures have at least some of the qualities of a good book although most Text Adventures are more like Short Stories or very thin books in length.

    3. Re:What people dont get about books by Anonymous Coward · · Score: 0

      Combining that interactive pr0n and everything you said about novels. Where would you put something like the Visual Novels from Japan which combine a large amount of story with pr0n? (And like books, ranging from high quality stories to pulp crap...)

      Best translated English VN: Crescendo.

  25. D&D / RPG by Glove+d'OJ · · Score: 1

    Wasn't this kind of "interactive story telling" very popular in the 70s and 80s, but known as D&D (Dungeons and Dragons)?

    Additionally, in the late 90s or so, LARP (Live Ation Role Playing) had a surge in popularity, where instead of rolling dice to see if you whack the Orc, your friend Bob is the Orc, you both have boffer (foam) swords, and you just swing--if you hit, you hit!

    Sheesh... after bell bottoms, it seems everything from that time period is coming back around full circle.

    --
    WWJD? JWRTFM!

    1. Re:D&D / RPG by vortexofchaos · · Score: 1
      FYI:

      1. LARPs have been around since the early 80s. Actually, there are historical precedents for LARPs from much further back. However, most modern LARP communities can be traced back to roots that sprang up in numerous different locations back in the early to mid 80s.

      2. LARP is not all live-combat. Ask ten different LARPers what LARP is these days, and you're likely to get thirteen or fourteen different answers. For example, the next Boston area Intercon (the eighth) already has more than two dozen different LARPs scheduled, ranging from the silly to the serious. There will undoubtedly be a live-combat game or three added along the way, but they're in the distinct minority at the con.

      --
      The Vortex of Chaos
  26. Just something I experianced..... by Anonymous Coward · · Score: 0

    "it seems like there would be a lot of money to be made from a successful merger of what makes books and movies compelling with what makes video games compelling,"

    (Dunno how to quote it correclty...)

    Anyway in my senior year in highschool CIV2 was a new game. I played that game for the whole year every class except during tests for my World History class.

    Because it had a Historical story telling element to the game play :P

    So it's been done before and CIV is still around.

  27. It's back - as gay porno by Anonymous Coward · · Score: 2, Funny

    It's back. See Escape from Fire Island. "If you ask the lifeguard to bring you to the sheriff's office, turn to page 108. If you ask the lifeguard to warn everyone at the night club, turn to page 32. If you ask the lifeguard if he'd like to work out sometime, turn to page 140."

  28. Lots of games tell stories by LoudMusic · · Score: 3, Insightful

    One of my favorite games is (was) Ico. It told a great story and was tons of fun to play. Getting an entire movie audience interacting with the movie in a sort of story video game would be impressive. That's what I want to see.

    And ... how did this article get posted without a single link in the preview for us to slashdot?

    --
    No sig for you. YOU GET NO SIG!
  29. books are books by Rize · · Score: 1

    What makes books compelling is immediately removed when you try to mix them with video games. The automatic use of imagination to convert the words on a paper into an active memory in your head is what books are all about. Any attempt at mixing this with a video medium removes the majority of what makes a book a book.

    1. Re:books are books by Taladar · · Score: 1

      Sadly, most Movie Producers don't realize or ignore this and go on ruining good books with bad movies that claim to be the same as the book.

    2. Re:books are books by Anonymous Coward · · Score: 0

      Yeah. How about you try these: http://ifcomp.org/comp04/download.html

  30. I once skimmed this book... by Musenik · · Score: 4, Interesting

    But when it asserted that all interactive fiction was operated by verb/direct-objects controls, I had to put it down. There are other metaphors for controlling a branching narrative. Midnight Stranger let you control the main character's emotions, allowing him or her to react based on the player choice of emotion. Another game to break the verb/target type of adventure game is The Witch's yarn. Instead of controlling the character, the player controls the environment.

    1. Re:I once skimmed this book... by Billy+the+Mountain · · Score: 2, Informative

      I think controlling the main character's emotions is probably what makes The Sims popular. By controlling the various characters activities, you can cause various types of relationships to develop and transform. So by causing player A to interact in a certain way with player B you effect a long-lasting transformation in how they relate to each other emotionally. A similar kind of thing also happens in the Grand Theft Auto games. As you progress through some missions, you get various gangs to "Hate You." This is especially noticable in GTA3.

      BTM

      --
      That was the turning point of my life--I went from negative zero to positive zero.
    2. Re:I once skimmed this book... by strech · · Score: 1
      One thing that caught my eye on the intro was this bit:
      Which means you shouldn't force your players to do stupid, boring, unnecessary work like running through a dozen screens again and again to get between important locations. "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it." Preach on!

      He apparently hasn't played the Metroid series, for example. Or read any reviews about it. Game designers don't throw in pointless exercises for the heck of it. There's a lot of backtracking and so on and so forth in all of the Metroid games ... but it's necessary to fit in the world, even though it's not immediately "entertaining or informative".

      It's something boring added in so something that makes the entire game more enjoyable; the feeling of a real world, the exploration, the slow discovery of new tricks on old enemies while allowing new challenges - the backtracking is, to an extent, required for that to work. And so, while it's undoubtedly not everyone's cup of tea, the rule doesn't apply for more than the simple reasons he gives. I'd be more interested in the book if he gave a good look of that kind of long term tradeoffs - what kind of things are more likely to push real interactivity or immersion and what are just wastes of time.

  31. Or... by temojen · · Score: 3, Interesting

    this, this, this, this, this, this, or many others.

  32. A game is a place you go, not a story by Animats · · Score: 4, Interesting
    The trouble with "storytelling" in games is that it locks the player into a canned plot. This is boring. In the game industry, such games are derisively referred to as "track rides", as in a theme park. It's also the hell game designers used to find themselves in when involved in a Big Name Licensed Title project.

    Now that players expect, and developers can deliver, a big, free-play world, plot-oriented games are in decline. Those stupid canned cinematics are disappearing.

    Progress is now made by figuring out how to make free-play worlds more interesting, not by locking the user down to a plot track.

    1. Re:A game is a place you go, not a story by zephiros · · Score: 3, Interesting

      There is a tradition, in chinese and japanese landscape painting, of telling stories by presenting a activity-rich space. While you can stand back and look at an entire painting, it's best experienced by letting the eye wander across the various little vignettes happening in different parts of the work. Here some children are playing with a dog, over there the emporer is receiving guests, etc.

      I suspect the way forward with interactive storytelling is to rediscover this notion of spatial storytelling. This requires authors to abandon plot as a mechanism for communicating with the reader. Instead, the author is left with setting and characters.

      Traditional authors will balk at this, but as the field matures, I think a new generation of authors will find their voice in creating rich, interactive worlds.

    2. Re:A game is a place you go, not a story by Wile_E_Peyote · · Score: 1

      Now that players expect, and developers can deliver, a big, free-play world, plot-oriented games are in decline. Those stupid canned cinematics are disappearing.

      The problem isn't games with plots. The problem is a lack of options in solving the issues brought up by a plot.

      In a poorly written (or older game) you are given a problem to solve (find the bad guy) and one or two solutions (ask specific person or find specific note with an address). In a good game you would be able to do _anything_ to find the bad guy (look in phone book, stake out his house, kidnap his puppy, randomly run into him at Starbucks, drive around for hours til you find him, etc...etc...)

    3. Re:A game is a place you go, not a story by _|()|\| · · Score: 1
      The trouble with "storytelling" in games is that it locks the player into a canned plot. ... Progress is now made by figuring out how to make free-play worlds more interesting, not by locking the user down to a plot track.

      This is a fair description of the state of the art, but I think we can do better. Consider the relationship between animated and live-action movies. Would a faithful remake of Gone with the Wind as an animated feature be interesting? Probably not. Part of the point of animation is to do things that you can't do in the real world. Similarly, games that emulate movies aren't that interesting. That doesn't mean that storytelling can't enhance the experience.

      A "free-play" world is a fine goal, but what are you going to do in that world? Hard-core players enjoy the career mode of a racing game, the franchise mode of a sports game, or the campaign mode of a war game. Storytelling can appeal to that desire for continuity. The challenge is to do so without overly inhibiting the player.

    4. Re:A game is a place you go, not a story by Anonymous Coward · · Score: 0

      It's only boring if you can see the track. After all, thousands of people a year ride roller coasters for the adrenaline rush.

      And I agree that iron fisted scripting described as "story" in games is just as annoying as a bad DungeonMaster in a traditional RPG game.
      Clumsy cutscenes will always be annoying.

      As a diversion, imagine GTA3 if you had a little more control over which gang you allied with, and which ones you betrayed/ betrayed you. (I think that's called San Andreas, but i'll see soon)

  33. Interactive fiction. by uberdave · · Score: 2, Interesting

    Let's not forget the Choose-Your-Own-Adventure books, and the Infocom interactive fiction software (Planetfall, Zork, Leather Goddesses of Phobos). Heck, back in the long ago, a troupe of actors came to my school and performed Treasure Island. At various points in the play, they asked the audience what they would like the characters to do. They then took the story in that direction.

    1. Re:Interactive fiction. by Twisted+Grind · · Score: 1

      Ahhh, those wacky choose-your-own adventure books. For me growing up, they lost their novelty pretty quickly, until one day I decided to read them cover-to-cover. Now *that* makes for an interesting story: Pg. 1 You wake up and brush your teeth Pg. 2 You die from the alien anal probing. Pg. 3 ???? Pg. 4 Profit! Pg. 5 You go downstairs and have a bagel. In my opinon, a *much* better story erupts when you read it like that :D

      --
      You know you've lost it when you begin signing physical documents with =^_^=
  34. Those who can, do by Doc+Ruby · · Score: 4, Funny

    Why didn't Glassner publish this content as a videogame?

    --

    --
    make install -not war

    1. Re:Those who can, do by zephiros · · Score: 1

      I suspect he would have loved to.

      The last few chapters in the book are a bunch of "wouldn't it be cool if..." game concepts. Actually, much of the rest of the book was filled with critiques of popular games and various bits of "if only they had done it this other way" armchair speculation.

  35. Interactive Storytelling by Anonymous Coward · · Score: 0

    Yeah, I had this great machine back in the 80's that provided interactive storytelling.

    It's name was Teddy Ruxpin.

  36. Apples and Oranges by Anonymous Coward · · Score: 0

    The medium of Books is a non-interactive one - it is a story that you perceive in your mind.

    The medium of the movie is also a non-interactive one - it is one type of perception of a books story visualized on a broader scale, through moving pictures.

    Video Games are an interactive way of getting from page 1 to the final page, but at your own pace. You can skip from page 1 to page 20 if you like, or try to find what makes every single page unique, special or just fun to explore.

    The difference is pacing and listening to a story rather than pretending that you are a character in a story - i.e., video games.

    I'm not sure why you'd want to make books or movies more compelling than what they already are; We already have virtual cinematography where we can make actors do as we please without costly stunts, or we could make a western without really firing a pistol - just render it on the computer.

    In conclusion: Don't make movies or books more compelling by using video games as a model. Rather, just make better movies and write better books if you want a better audience.

    PS

    I guess the author forgot about live theater, music and paintings.

  37. ARG's by laard · · Score: 1

    ilovebees and other ARGs come to mind. Maybe not the type of interactive storytelling meant in the article but they are are certainly relevant. Any story that has me and my friends driving around town finding payphones at designated GPS coordinates just to unlock more pieces of the plot is definately interactive. This is not to mention the puzzles, and the latest development, actually interacting with characters via phone conversations.

    --
    --- If we knew half the things we shouldn't we'd stop wishing we knew it all
    1. Re:ARG's by NashCarey · · Score: 1

      In case you aren't sure what an ARG is go to http://www.argeuro.net/. This will give you an over all idea of the interactive fiction in 7 different languages.

      Other sites specializing in this genre are http://www.rgalliance.com/. There is a cool opt-in list (link URL:http://rgalliance.com/optin/use/Optin/form1.ht ml) that allows for the game to contact you as a way to start. This may be soemthing like a phone call of a scared person needing your help, or an email from someone in peril. Or even using the real mail.

    2. Re:ARG's by Anonymous Coward · · Score: 0

      These sites seem much like www.unfiction.com. Although the fact that they come with free tumbleweed is always a nice touch.

      TheSmiter

  38. Story can make up for graphics however by ewanrg · · Score: 1
    I think the trick in this arena is to find a balance of graphics and story, and that balance is going to differ based on the intended audience as well as the skill of the author/programmer.

    For example, Kingdom of Loathing seems to do very well with a good story and rather poor graphics. On the other hand there are games where you sit there in awe of the visuals and can pretty much forget about why you're there.

    Just my .02 worth

  39. Adventure games by Hatta · · Score: 1

    Interactive storytelling reach its zenith in the mid 1990s with the graphic adventure games from Sierra(Kings Quest, Space Quest) and LucasArts (Monkey Island). It's been on the decline ever since, but RPGs like FFX have been focusing more on story and less on stat building (contrast FFI, Dragon Warrior, etc). If you like the story telling more than the stat building, you owe it to yourself to check out some of the games I've mentioned.

    --
    Give me Classic Slashdot or give me death!
  40. And what about narrative voice? by ahfoo · · Score: 2, Interesting

    I think this idea of the role of narration is clearly related to what you've just said.
    Most novels and short stories are written from the literary perspective of a third person omniscient narrator and this is part of their charm.
    I think the seduction of interactive fiction partly stems from this desire to transcend the role of the reader and ascend to the role of the omniscient narrator --to become god-like.
    But this is a lot like the story in Fantasia. You may dream of incredible powers, but when you really try them on you may easily find they give you more choices than you're comfortable with.

  41. Story and Interactivity has an odd relationship by het3 · · Score: 2, Interesting

    They are, at their extremes, mutually exclusive, but in the middle, they are not. It is possible to add more story and more interactivity to a game, and neither will impinge on the other -- for a while. But there is a certain threshhold one passes where, if more story is to be told, then one must constrain the player's freedom of choice. Conversely, if one gives the player ever greater scope for interactivity, story will become more marginalized. Taken to extremes, they are completely exclusive of one another: complete freedom means no real narrative, and complete story can only be received passively.

    A blend of some story with a player's interactivity can enhance the interaction by providing greater context, but the storyteller must realize that they relinquish a good amount of narrative control over the outcome.

  42. Planescape: Torment anyone? by ActionJesus · · Score: 0

    Isnt that what RPGs are these days? Storytelling gone one step further? You start off in one situation, and can basically tell the tale (within certain constraints) of our young hero: of how he slays the dragon and marries the princess. Or, if your not feeling so goody goody, slay the princess and enslave the dragon. Im sure there are hundreds of good examples, but planescape torment nicely managed to merge an exceptional tale with the computer medium, imho.

  43. Re:Of Course - you are wrong by ajc314159 · · Score: 3, Insightful

    Yes - of course I never had any REAL fun reading a book, watching a movie, solo climibing a mountain, doing archery in the back woods, doing lego as a small kid (sadly no more), torturing my linux boxes, reading slashdot, learning to juggle, doing martial arts training, tracking animals, etc. etc.

    You have a pretty limited life if you can't find fun when alone...

  44. Are there any girls at the bar? by Bryan+Gividen · · Score: 1

    Cause if there are I want to doooo them!

    1. Re:Are there any girls at the bar? by Anonymous Coward · · Score: 0

      LOL!

      "I shoot a magic missile at the darkness!"

  45. Blarg. by Ralph+Spoilsport · · Score: 1
    Interactive storytelling, as pointed out earlier, can be done with children and a parent who actually bothers to talk to them. I've done itwith my daughter plenty oftimes.

    But in terms beyond that, it will either be the game industry's beeyotch, or the fertile ground for some pointless PhD project. What this kind of thing does is it transgresses basic performance issues of human to media rituals. there's nothing wrong with that in this pomo a-go-go world, but in terms of How People Actually Operate, the bardic tradition (which is largely cross cultural) is a long and revered activity in human activity, and this requires a StoryTELLER and a an Audience, who is swept into a world of imagination by the eloquence and power of the storyteller.

    Interactivity is pointless in that case, and will remain so.

    Long ago, we sat before gently flickering lights and told each other stories. Now we sit in front of a rapidly flickering light and expect the light to tell us a story. It's still the flickering light and the story told that matters...

    RS

    --
    Shoes for Industry. Shoes for the Dead.
  46. Re:Yes, I believe I've found the solution. D&D by davidsyes · · Score: 2, Interesting

    If you're referring to D&D, I thought they got secured a patent or copyright covering turn-based games. Hopefully, though, they didn't. Actually, RPG/FPS probably trumped that-- unless they're paying royalties we haven't been told of.

    Imagine a tablet-based, MySQL-arbitrated RPG game that has a huge scenario engine, a character attributes engine, and the other stuff you need. You pick from canned scripts for a book, then create a complementary or supra-set or super-set framework. AI and a number of other rules would deal with the single or multi-player aspects.

    The NEAT trick would be to have the character demographics engine look at the world and then on-the fly, maybe by random numbers, generate stories page after page, compatible with the previous chapters. For a twist, the reader could pause the story, insert real-world URLs that have AI cross-connects, then recompile the story based on what the RWNAICC download says. Imagine if the XML or RSS feeds could carry meta or other information to be compatible with interactive, ad-hoc story pads. You turn a page and a neat-looking, believable character or set of them appears on a page. It could be foldable so that the read text stays on the left (if the reader base is L-R/T-B) and the images on the right.

    I don't know if anyone has filed for a patent on this, but it's something I've been thinking about. Hopefully this is not patentable such that some asshole of a company tries to preclude me or others from doing it when the MySQL database supports forms and graphics. It, to me, should be a "let the best product compete or win ON ITS MERITS", not based on how deep are the pockets of the studio or its lobbyists.

    As I see it, to my benefit and that of others, this is just a new form of book printing, except paper could be swapped out for an LCD or film sheet, and each book is, as with e-books, downloadable, storable, and in my case, fairly sharable.

    Come to think of it, if XML and RSS and other protocols or tools are used, the news studios could save a bundle on news anchors -- provided the viewers go for it and advertising revenues don't drop after the anchor lobby or unions go flying off the handle...

    --
    Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
  47. Chris Crawford redux? by webmosher · · Score: 2, Interesting

    This book sounds alot like what the infamous Chris Crawford has been preaching for the last 8-10 years. I see alot of good things in this outlook: basically that interactivity should be the primary tenet of good game design. However, I don't really agree that the storytelling/"live your own movie" pragma is the best approach to garnering true interactivity. Its certainly a good platform for creating an interactive environment, but if interactivity and is the key, it must be the basis on which the design is built, not the stage on which it is played. Understanding drama concepts is crucial to creating believable and coherent storylines, but without believable actors, it pretty much falls apart.

  48. combining both would be nice by Trepidity · · Score: 2, Interesting

    My ideal game would have an interesting, richly-simulated world, so that basically you can do almost anything. On that point I agree with you---it's really irritating when you can basically follow one track, and if you do manage to get off it, the game sucks because the designers never implemented anything they didn't expect you to do.

    I do think story has a place in games though. It would be nice if you could do anything, but things sort of developed: the game reacted to what you did. This is how traditional "live-action" RPGs work, with a gamemaster making up the plot as things progress to react to what the players do. Of course, a computer is not sentient, but there's people working on the issue of how to make games reactive so that there is plot but plot that doesn't shoehorn the user into following a strictly scripted storyline.

    Of course, I may be biased, as one of the projects I'm working on is a baby step in that direction. =]

    1. Re:combining both would be nice by Animats · · Score: 1
      Of course, that's what There did.

      I had high hopes for There. But so far, such virtual worlds are a niche market.

  49. Best of both worlds. by vhold · · Score: 2, Informative

    A lot of the best games now tend to try to accomplish both. Grand Theft Auto 3 is obviously going to be the immortal example of this.

    Spiderman 2 for the consoles is a pretty amazing example of pulling it off while in a movie license because it manages a significant amount of freeform exploration story-less play, follows the storyline of the movie well enough, but also intertwines unexpected comic book stuff as filler to flush out an otherwise short and overly predictable story element.

    Some games can thrive off of an almost totally linear story by having the means by which you travel through the story very nonlinear, such as in the case of most RPGs. While you usually can't stray far from the main linear plot, or there might be one or two major branches, the means by which you get through the combat is wildly diverse.

    I don't think plot oriented games are in any kind of decline whatsoever, if anything more emphasis then ever is on having good plots that people can actually get into. Good voice acting is making or breaking games more then ever as the standards for story telling are going up dramatically.

    Even classic staples in nonlinear progression are integrating storylines, Tony Hawk Pro Skater's progression to Tony Hawk Underground is probably the biggest selling example of this.

  50. Re:Yes, I believe I've found the solution. (Gazebo by Anonymous Coward · · Score: 0

    (posting Anon so as not to be a karma whore)

    Ed: You see a well-groomed garden. In the middle, on a small hill you see a gazebo.
    Eric: A gazebo? What color is it?
    Ed: (Pause) It's white, Eric.
    Eric: How far away is it?
    Ed: About 50 yards.
    Eric: How big is it?
    Ed: (Pause) It's about 30 ft. across, 15 ft. high with a pointed top.
    Eric: I use my sword to detect good on it.
    Ed: It's not good, Eric. It's a gazebo.
    Eric: (Pause) I call out to it.
    Ed: It won't answer. It's a gazebo.
    Eric: (Pause.) I sheathe my sword and draw my bow and arrows. Does it respond in any way?
    Ed: No, Eric, it's a gazebo!
    Eric: I shoot it with my bow {rolls to hit}. What happened?
    Ed: There is now a gazebo with an arrow sticking out of it.
    Eric: (Pause.) Was it wounded?
    Ed: Of course not, Eric! It's a GAZEBO!!
    Eric: (Whimper.) But that was a +3 arrow.
    Ed: It's a gazebo, Eric, a GAZEBO! If you really want to try to destroy it, you could try to chop it with an axe, I suppose, or you could try to burn it, but I don't know why anybody would try. It's a @#$%!!* gazebo!
    Eric: (Long pause. He has no axe or fire spells.) I run away.
    Ed: (Thoroughly frustrated.) It's too late. You've awakened the gazebo. It catches and eats you.
    Eric: (Reaching for his dice.) Maybe I'll roll up a fire-using mage so I can avenge my paladin.

  51. used read? by Anonymous Coward · · Score: 0
    I hear that people used read a lot of things called books: it seems like there would be a lot of money to be made...


    It sounds like you should try reading a book once in a while, it might help you with your grammar.
  52. preview by Trepidity · · Score: 2, Funny

    Gah, should've used preview, of course. How about this link: fixed link.

  53. Ugh. by Anonymous Coward · · Score: 0
    I hear that people used read a lot of things called books:

    That was back in the day when people were also taught how to construct coherent sentences.

  54. Otherwise known as Role-playing by Anonymous Coward · · Score: 0

    Interactive Storytelling is just another word for role-playing folks. You know that evil stuff (D&D) that all the adults thought would turn children into devil worshippers, mass murderers, and the lowest of the low in society. Well it is 20+ years later and they now have a kindler gentler name for it.

  55. We called them Text Adventures (linkies) by tenzig_112 · · Score: 2, Funny

    Check out Eric, The Power-Mad DM a text adventure about playing home-rules D&D back in 1981 with that know-it-all kid with all the Gygax books but no actual knowledge of the game. It's got a combat engine and an unreliable narrator.

    It's based on ">N You Can't Go That Way"

  56. The 3 R's... by Anonymous Coward · · Score: 0

    ...people used read a lot of things...

    Well, obviously!

  57. Dupe? by JojoLinkyBob · · Score: 0, Offtopic

    Isn't this post a dupe? I thought the presidential debate was yesterday.

    --
    -jc
  58. movies only as big as pr0n by Anonymous Coward · · Score: 0

    The movie business is not really that big: it's only as big as the pr0n business.

    (I'm not kidding, check the sales of all the regular movies and that of pr0n movies / rentals and they are about the same.)

  59. Mr. Glassner needs to try LARPing by vortexofchaos · · Score: 1
    These are the kinds of questions that a good LARP tries to answer, whether in a one-shot game or an ongoing chronicle. There are a lot of answers that can come from the LARP experience that might translate well into other styles of storytelling. There is a style of LARP known as "interactive literature" (IL), which is distinct and different from most live-combat LARP. IL focuses on the story, on characters and plots, and on creating an immersive environment.

    Glassner's strongly held opinion, which he argues quite coherently, is that a great story is the product of one (or a few) expert storytellers presenting a strong, consistent vision to you, the consumer. The fabled holy grail of gaming is letting the player do whatever they want -- full interactivity. And this is to a point fundamentally incompatible with telling a great story.

    A decent LARP can demonstrate the folly of this statement. IL LARPers are a notoriously creative group of players. Games that allow the players to push the boundaries of the writers' story ideas and plots can turn into amazing events. Conjunction (at Intercon 11.5) and Tabula Rasa II are prime examples of games that just blew everybody away when they were done, including the authors.

    I would love to get Mr. Glassner to an Intercon just to see what kinds of experiences are already out there. Interactive storytelling could learn a lot of lessons from the art of LARP writing.

    For those who want to learn the secrets, there are occasionally Build Your Own Game seminars at Intercons and elsewhere. LARP authors get together to teach others how to write a good LARP by doing so collaboratively in 24 hours. (Intercon MidAtlantic is the next example I know of.) These games are not necessarily trivial, either. There have been some pretty amazing games as a result.

    --
    The Vortex of Chaos
  60. MultiUser RolePlay Entertainment by SilverThorn · · Score: 1

    My business is currently involved in this now, except we are mixing it up a bit by working w/ authors and turning their novels into online games...

    MultiUser RolePlay Entertainment (MURPE) is a total game development and publishing enterprise that was designed to be the next stage in a real-time, immersive game evolution. Working with multi-genre authors and their publishing vendors, we intend to turn these novels into living works of art, but applying a totally dynamic story-like atmosphere through online gaming.

    Website: http://www.murpe.com/

    -- Michael

    --
    Artificial intelligence is no match for natural stupidity.
  61. A Young Lady's (or Man's) Illustrated Primer? by One+Blue+Ninja · · Score: 2

    Not to push the Neal Stephenson thing again on the heels of the recent link between WorldWind and the Earth program in "Snow Crash", but I believe he had some great ideas with respect to the future of storytelling in "The Diamond Age"... Anyone?

  62. Interactive novel style game:Zork by Anonymous Coward · · Score: 0

    Schizm: Mysterious Journey and Syberia along with the entire Zork series.

  63. Interactive Storytelling by Warhaven · · Score: 1

    (C) 1973 Gary Gygax & Dave Arneson.

  64. I know I'm not the only one here... by Ira+Sponsible · · Score: 2, Funny

    I don't necessarily have to play with other people, and I'm sure everyone here is the same way. Sometimes I have plenty of fun when I play with myself.

    Wait, that didn't sound right...

    --
    1.Netcraft confirms:In Soviet Russia all your base welcomes a beowolf cluster of CowboyNeal overlords. 2.? 3.Profit!!1!
  65. Is this just... by tsunamifirestorm · · Score: 1

    text adventures?

  66. Saskatchawan? by Anonymous Coward · · Score: 0
    It's "Saskatchewan" you inbred hick.

  67. Base-ketball by fnurb · · Score: 1

    Basketball is big business. Baseball is big business. I hear that people used watch a lot of things called comedies: it seems like there would be a lot of money to be made from a successful merger of what makes basketball and baseball compelling with what makes comedies compelling, though we've been trying that for decades with little success.

    --


    Flout 'em and scout 'em,
    and scout 'em and flout 'em;
    Thought is free. - Shakespeare [The Tempest]
  68. Ico vs Grand Theft Auto 3 by Anonymous Coward · · Score: 0

    But, would Ico be as good a game if you could just jump down into the waterworks, survive (the plot related jump later is longer, and not even into water) when you're there with Yorda, steal the sword early and thereby sidestep 50% or so of the "track ride" ?

    No-one doubts that of the two huge award winners released on the PS2 in that period GTA3 has the better replay value (Ico can really only be played through once or twice, for maybe 8-10 hours if you stop to look at the scenery), and of course GTA3 was a bigger financial success, but ultimately the "reward" in GTA3 is hollow. You kill everyone that there is to be killed, steal everything that can be stolen, jump off everything that can be jumped, and there isn't (can't be really, due to the freeform nature of the game) any big payoff. Ico achieves the payoff because you are forced to bond with the Yorda AI, so that when the end finally comes, it means something to you as the player.

    [If you haven't played Ico, consider Prince of Persia Sands of Time. Similar idea, except for the admittedly clever time-rewind gimick ]

    I don't think these things can be combined effectively. Some steps have been taken (in engine cut scenes help achieve continuity) but even GTA3's very thin plot still falls apart towards the end if you behave in unexpected ways. If the player can do anything, and at any time you have to explain or ignore various conflicts. A failed bank job in Vice City can be retried over and over, not with a reload but by simply walking out of jail. Why aren't the cops waiting for your 5th attempt? How come your dead colleagues are revived?

    Both genres have a future, but I think the big money is, perhaps rightly, with freeform games. Unfortunately they're also hellishly expensive to make, because everything has to be "really there" in case the player wanders over for a look. Expect smaller outfits with less money to concentrate on stronger plots, better characterisation while the big companies do huge sprawling action fests... just like in the movie industry really.

  69. Square Soft by dj_cel · · Score: 1

    I remember the Final Fantasy series used to be more interactive and involved more gameplay, but it seems that many game companies doing 3d rpg games at this point have made a shift in the direction of "interactive movies" I know the article is about interactive story telling, but the youth today are for some reason not interested in anything unless it is spoon fed to them. I know this from personal experience, my younger brothers and sister operate along this paradigm. When asked why they don't read something instead of watch TV or video games, their response (as well as their friends) usually reply because its boring. Kids are growing up with no imagination these days and hence we have flourashing markets which deaden their senses in an unprecedented way. How about the next wave of ideas? Interactive life(tm)? It will be this awesome concept where you do stuff in the real world like reading and making things with your hands, maybe as you get older you can encounter some "adult" activities and "interact" with it. Note to people developing dumb concepts: STOP. (J/K about the (tm), it'll be OS!)

    --
    Those who can make you believe absurdities can make you commit atrocities. - Voltaire
  70. Which led to the first RPG's. by Spy+der+Mann · · Score: 1

    Remember the old "Colossal cave adventure"? Text games, also known as *HINT* Interactive Fiction (hello...) which then led to Roleplaying games.

    People want to get involved in a story and BECOME PART of it. That's the real success of games. I remember playing more and more of FF6 just to see Celes kiss Locke... or Terra find her first love. (But they didn't, bummer :P ) Still, it was a wonderful game. Why? It allowed me to become part of the story.

    That's the secret. But people have become more focused on special effects, adding "realism" that they forget what realism is about: Getting you inside the story.

    If by repetition (travel thru here, fight N monsters until you've advanced 100 levels or else you won't be able to defeat the wyrm or whatever), unrealistic lipsync, or an extremely difficult gameplay, the game reminds you that it's a game... it loses its magic.

    As simple as that.

  71. Video games by yoyhed · · Score: 1
    "Video games are big business."

    No.

    --
    WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
  72. MUDs and importance of imagination by lublu · · Score: 1

    The reason why graphical environments (such as TV video games, movies, etc) do this well is the easiness of absorbing them. Brain does not need to do a lot of processing because it is already thinking visually and graphical environments provide visual information.
    On the other hand text based environments or rather non graphical environments, force the brain to come up on its own with visual representations for the story or concepts it is trying to understand. There in lies the reason why watching TV/movies is not as effective as consuming the same information through different media or means. Basically if bombarded constantly with easy to process visual information the brain will dull out and will have a lot harder time being imaginative or creative when there is a need.

    But there is also another aspect - interactive part. Telling your child stories and let him 'choose the way' is the most primitive way of interactive story telling and most beneficial for the child. Things being interactive make things more fun and are appealing to us since we get to control and have input.
    In the world of computers a different way to have an interactive story would be a MUD type of environment. This world would be predetermined but if done well could still be fun and very beneficial for the brain. I think that MUDs are at this moment underestimated for their value.
    Even though the computers have now enough processing power to create visual environments does not mean our brains have no need to do this processing anymore. I think our creativeness and our very ability to think well could be at stake.

  73. Once Upon A Time by AaronGTurner · · Score: 1
    Several years ago a couple of friends of mine designed and sold an interactive storytelling based card game. Highly recommended if you can track down a copy of 'Once Upon a Time' (I doubt it is still in production so I don't think my friends are going to get any extra revenue from this, sadly).

    Just checked: it is still available, and very reasonably, but I am not meaning to advertise for their sake, it's just a good game worth having, and a good alternative to charades or the TV.

  74. Everything I need to know about gaming.... by marktaw.com · · Score: 1

    Everything I need to know about gaming I learned from Pac Man.

    Actually, if you get into game making on some of the more primitive platforms out there, like SSI's Unlimited Adventures, or Inform, you'll see that the basic formula of just about all games, and most fiction is what I've distilled down to "Goal + Obstacle." You want something, but something prevents you from getting it.

    Whether that something is all the pellets, and the obstacle is some floating ghosts, or that something is to destroy the ring of power and the obstacles are anything Sauron throws in your way, including orcs, Saruman, and The Mines of Moria, and even the weather, the basic idea is the same.

    Also, the more you can obfuscate the simplistic nature of the formula, the better. Getting back to Tolkien, he did it by reversing the traditional goal - instead of getting something, you're destroying it. Even your most basic Three's Company plot had these basic elements, and the longer you can keep the goal away from the player/main character, the more satisfying it is once you finally get it.

    I think any discussion of plot beyond this, unless it's an expansion of Goal + Obstacle, is overkill, or it shows that the author doesn't really understand what plotting is all about.

  75. i know, i know by AP31R0N · · Score: 1

    We'll call it ROLEPLAYING!

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  76. interactive storytelling / e-books by swimtwobirds · · Score: 1

    please have a dekko at my ideas on this at www.swimtwobirds.org/eBooks.html http://swimtwobirds.org/eBooks.html