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Interactive Drama Prototype 'Facade' Released

rafg writes "In most story-based games where you get to talk to characters, interaction is limited to selecting conversation options from a menu. Facade calls itself a one-act interactive drama, and is an attempt to create realistic 3D AI characters acting in a real-time interactive story, where you can talk to them via a natural language text interface. The player is cast as a visiting longtime friend of Grace and Trip, a couple in their early thirties, and ends up in a verbal crossfire resulting from their failing marriage. More info in the press release, an older conveniently mirrored NYT article and an Idle Thumbs review. It's available in the form of a rather chunky 800MB torrent."

152 comments

  1. Um... by The+Warlock · · Score: 2, Funny

    Haven't "type-in-the-orders" games been around since Advent and Zork?

    --
    I've upped my standards, so up yours.
    1. Re:Um... by montyzooooma · · Score: 1

      Yup. And they died a death for some of the reasons in the idle thums review. When this idea is coupled to decent speech recognition give me a call.

    2. Re:Um... by dankasfuk · · Score: 1
      An innovative text parser allows the system to avoid the "I don't understand" response all too common in text-adventure interactive fiction.

      Exactly...now if only someone would use this system to re-release Zork, life would be good.

      --
      Ban Engadget - moderators censor comments!
    3. Re:Um... by grub · · Score: 2, Funny
      This post is licenced under the GPL.

      Per the GPL: please supply me with the source code to your post.

      --
      Trolling is a art,
    4. Re:Um... by cakesy · · Score: 1

      Created a text adventure when I was a kid. What was different about it was that it had AI characters that would walk around the house, occassionally picking up stuff that you needed, so you sometimes had to talk to people to find it if they had what you wanted. Didn't think that much of it at the time, but I haven't seen anything like it since. Back to the topic, I am one of those people who are much appreciative of attempts to improve AI, particularly in this area, as it is one area that I am still amazed by.

    5. Re:Um... by Nytewynd · · Score: 1

      Haven't "type-in-the-orders" games been around since Advent and Zork?

      I think they are aiming for something a little better than:

      > GO NORTH
      > OPEN DOOR

      YOU DIED!

      Sierra had a lot of text based games, but the new system sounds more like they want to build a language parser to handle almost any scenario. It's possible, and there are some AI programs that can have conversations, but I don't know how well it will work in a game.

      It kind of reminds me of EQ. No matter how hard you tried to role play to the NPCs, you always had to resort to asking "What [Black Dragon]?"

      --
      /. ++
    6. Re:Um... by pagebt · · Score: 1

      With Internet explorer, Right-click, then select 'View Source'. For other browsers please conult the help documentation.

    7. Re:Um... by aussie_a · · Score: 1

      Per the GPL: please supply me with the source code to your post.

      I provide the source code, uncompiled, along with my post.

    8. Re:Um... by cluke · · Score: 1

      You saying that reminds me of a program I wrote in my youth too, an Eliza style program that all you could do was talk to. It actually turned out quite a decent conversation - as far as i could see it appears to be more effective (as far as faking a naturalistic-seeming conversation is concerned) to use a brute force approach to these sort of things, where you just think of as many keywords as possible, and have numerous canned responses chosen randomly, rather than some sort of AI-theory driven language analysis approach where it ends up like you're speaking to an alien.

      My program also had a rudimentary memory, and would occasionally spew back things you had previously said to it, and remember answers to questions it had asked you.
      It wasn't difficult to break it, but if you played along it could come out pretty damn well.

      And I was only about 11!
      To think of it, all that early potential wasted ;-)

    9. Re:Um... by kyoko21 · · Score: 1

      I loved those Sierra On-Line games... ahh.. the many days and nights I wasted on King's Quest, Leisure Suit Larry, Police Quest, Hero's Quest, and Space Quest.

      What joy :-)

      I think the most widely used command across all these was "look around." :-)

    10. Re:Um... by Anonymous Coward · · Score: 0

      Yes, and there have been huge advances in the crafting of such in the past twenty-five years. Infocom was not the end, only the beginning. See Emily Short's work on NPCs, for examples.

      Now having seen all the uninformed /. responses, I guess I'll just have to go see what the reaction on rec.arts.int-fiction is to this thing, and whether it's "fantastic!" or "so-what?"

    11. Re:Um... by fastfinge · · Score: 1

      They died? Oh no! You mean no more updates to some of my favourite websites?

    12. Re:Um... by Pollardito · · Score: 1

      in EQ there was usually some way to turn the required phrase that you knew you had to spit back to the NPC into an indictment on the creators of their inane quests, it was a great way to express your frustration at the same time that you're advancing your quest

  2. Re:Who? by donaldgelman · · Score: 1, Funny

    its so you can yell "don't open the door" during the horror movie?

  3. This is a game??? by j0e_average · · Score: 5, Funny

    Cripes!!! If I want to hear a bunch of drama and nagging, I'll go listen to my own family!!!

    1. Re:This is a game??? by Anonymous Coward · · Score: 0

      Sounds like you picked up a few bad habits from them.

    2. Re:This is a game??? by TrippTDF · · Score: 5, Interesting

      At the center of any story is conflict. That's what leads to drama. Video Games at this point primarily focus on the conflict between two characters in a violent sense... you can take Gordon Freeman Vs. the Combine, or even Mario Vs. King Koopa. The root is always the same- if you don't kill them, they will kill you.

      This is the first time I've seen that conflict be able to move away from the violent, and that's a big step for video games. This has the chance to change the nature of gaming away from the shoot-em-up mentality into something larger.

      You know how ever blockbuster action movie has a game to go along with it? We could potentially have games that are tied to something like Eternal Sunshine of the Spotless Mind or American Beauty.

    3. Re:This is a game??? by Anonymous Coward · · Score: 0

      >>> We could potentially have games that are tied to s
      >>> American Beauty

      You are thinking of the cute blond chic in there? yeah, would really like her in a video game.

    4. Re:This is a game??? by Anonymous Coward · · Score: 0

      Technology Trends For 2005

      * The latest and greatest in Mac tech... a PC
      * Microsoft dumps PC-Based Game Console for Mac-like PowerPC console
      * Instead of Adding, Microsoft Removes Features From new OS
      * Computer Software with Marriage Problems, and entertaining Drama
      * Debian Actually Releases Software

      What A Weird Year...

    5. Re:This is a game??? by Geoff-with-a-G · · Score: 1

      "This is the first time I've seen that conflict be able to move away from the violent, and that's a big step for video games."

      That's kind of an absurd statement. There have been multiplayer sports and puzzle games, adventure games, racing games, etc. for years and years. Just because the violent games get all the media attention doesn't mean that's what most video games are. There have been video games with non-violent conflict and competition for as long as there have been video games.
      Pong, for god's sake!

    6. Re:This is a game??? by robocrop · · Score: 1
      This is the first time I've seen that conflict be able to move away from the violent

      Then, frankly, your exposure to video games is quite limited. Many games exist that do not revolve around violent conflict. Some don't include it at all (Tetris, Lumines, etc).

      ... and that's a big step for video games.

      I have to disagree. Completely. 100%. Totally. You are wrong sir.

      This is not a 'step forward' for video games. It is a 'step forward' for interactive storytelling, which is not a video game. People frequently confuse the two, which stymies me. They're completely different. And I have never understood why anyone wants to conflate the two, except for sheer academic flexing. How does it benefit games to take a non-interactive medium (storytelling) and make it interactive? Would discussing a Combine member's hopes and dreams over a cup of coffee make HL2 a better game? Doubtful.

      You know how ever blockbuster action movie has a game to go along with it? We could potentially have games that are tied to something like Eternal Sunshine of the Spotless Mind or American Beauty.

      The real question is, who would want this? Nobody I can think of. Disregarding the lameness of both movies you name-check, do you really think anyone would derive any true entertainment from interactively conversing with one of the characters from this movie - beyond the sheer academic thrill of making it happen?

      The enjoyment one feels from videogames comes from an established and long-understood series of basic ingredients. Conflict. Heroism. Adventure. Challenge. Triumph. These are visceral things that, frankly, cannot be obtained through a conversation - no matter how lifelike you make it.

      Whenever someone crows about how 'interactive storytelling' is the wave of the future, or will 'save gaming', I just sigh and roll my eyes. Storytellers have probably been full of themselves since the beginning of time, but let's be serious. Which do you think will sell better: Halo 3 or 'My Dinner With Andre: The Game'?

      Better games will save gaming. Not weak interactive dramas that play out like after-school specials.

    7. Re:This is a game??? by Anonymous Coward · · Score: 0

      Since when do games need a story? Sure, many games benefit from a story (I almost exclusively play games with at least thin semblences of plots), and you can always add your own internal narrative, but the "gameplay is king" school of thought also has plenty of valid points to make. Games are made to be played, not watched, which is often forgotten by the "story is king" crowd who try to turn games into movies.

    8. Re:This is a game??? by petgiraffe · · Score: 1
      The enjoyment one feels from videogames comes from an established and long-understood series of basic ingredients. Conflict. Heroism. Adventure. Challenge. Triumph. These are visceral things that, frankly, cannot be obtained through a conversation - no matter how lifelike you make it.
      Spoken like someone who has never won a flame war.
      --
      -- The reader anything less than completely failing to not misunderstand this sig is cursed.
    9. Re:This is a game??? by sholden · · Score: 1

      This is the first time I've seen that conflict be able to move away from the violent, and that's a big step for video games. This has the chance to change the nature of gaming away from the shoot-em-up mentality into something larger.

      Pong was violent?

    10. Re:This is a game??? by Lemmy+Caution · · Score: 1

      I'll start from the end.

      "Which do you think will sell better: ..."

      I don't really care. Brittney Spears outsold Miles Davis. McDonald's outsells the French Laundry. That means nothing, except that you can get rich by appealing to mass demographics.

      The answer: I want this. I have the kind of attention to system and procedure of a gamer. I want to see something - a problem, a situation - presented to me as a model, as variable, as giving me a way to act rather than just watch. But I also want all the things that historically are associated with other types of aesthetic experience - sadness, discovery, interpersonal drama, comedy (although not just clowning) - coupled to the kind of attention and presence that the gamer gets.

      This "gameness" of Facade - and I've played it extensively - is that it sees the story as a system (and so is much more satisfying than a "choose your adventure" type game). And the characters themselves are compelling. (Yes, annoying and sad. But compelling.) There's a field of research - discourse analysis - that treats conversations as systems. And systems can be gamed.

      Now, if you've ever really been in serious relationships or raised a kid, you know that conflict, heroism, adventure etc can very much occure in conversations. Hell, a courtroom drama is essentially a series of conversations. So are politics. And so is a marriage on the brink of failure.

      The way that Facade works is to incorporate the insights of discourse analysis, and view each string the player inputs as a discourse act (and tries to parse it as such) which then gets thrown to the game system to create a change in game-world state. What this does is allow me as an experienced gamer to migrate my intuitions about gameplay to a sphere - discourse - that I usually don't consider applicable.

    11. Re:This is a game??? by robocrop · · Score: 1
      I don't really care

      I agree with this, in concept. Really I do. But the fact of the matter is that games are entertainment. And if entertainment does not entertain, then you're dead from the start. I contend that interactive storytelling is not entertaining, other than to the academics who admire it in principal or the person who writes the interactive story.

      Interactive stories can be fun in limited practice. For example, as a kid I loved the "Choose Your Own Adventure" books. But that wasn't really an interactive story in the sense that people now mean - it was a branching story. Many games use that kind of narrative. And frankly I think that is the extent to which this concept can be entertaining.

      Because at some point you have to accept that storytelling is primarily a passive experience.

      The answer: I want this.

      And, really, that's fine. Everyone should certainly seek out - or create - their own forms of entertainment. But where I was lost on this subject was the whole 'it will save games' angle. Games don't need saving. There are many innovative, fun games to be found in the current market - much like any other form of entertainment you have to be proactive and really search to find some of them. But they are there.

      Now, if you've ever really been in serious relationships or raised a kid, you know that conflict, heroism, adventure etc can very much occure in conversations. Hell, a courtroom drama is essentially a series of conversations. So are politics. And so is a marriage on the brink of failure.

      My point is, these are not entertaining subjects! Even when they occur in movies they have to be dolled up extensively to make them fun. The lawyer has to pontificate and strut around the courtroom. Revelations must occur on the witness stand. The bickering couple have to throw things at each other and scream and talk about their needs in a much more eloquent manner than you would ever find in real life.

      Entertainment is life refined. It is an aspect of life that you find thrilling boiled down to its most pure form for you to experience. You seem to be arguing for a form of entertainment that more closely mirrors life, and I say that if that was fun we wouldn't need entertainment in the first place.

      What this does is allow me as an experienced gamer to migrate my intuitions about gameplay to a sphere - discourse - that I usually don't consider applicable.

      Really you are trading off the amount of depth you would have in a real-life discourse for the sake of having it in a simulation. I say that the simulation can never become close enough to real life to be convincing, and never depart enough to be entertaining. So why not play a game that dwells on fantasy, and have a great conversation in your real life (like this one)?

    12. Re:This is a game??? by Lemmy+Caution · · Score: 1

      I disagree with the claim that "games are entertainment." Most games, though by no means all, have historically been entertainment. Some have been very serious (gambling, wargames and other simulations, gladitorial combat - entertainment for the viewers, I guess.) A game is more or less a formal category, "entertainment" (as a complement to "art", perhaps) is a recent cultural one.

      Will the market for entertainment continue to dwarf other markets across most forms and media? Probably. But it's a confusion of the levels of analysis to say that "games are entertainment." Games are a certain kind of artifact, more or less system-like. The use to which they are put can be entertainment or something quite different: in this case, something resembling drama.

      As a side note, a Russian friend of mine noted that in the US, "Arts" are often listed as a sub-category under "Entertainment" in various listings. In Europe, they are separate, and peer, categories.

    13. Re:This is a game??? by robocrop · · Score: 1
      I disagree with the claim that "games are entertainment." Most games, though by no means all, have historically been entertainment. Some have been very serious (gambling, wargames and other simulations, gladitorial combat - entertainment for the viewers, I guess.) A game is more or less a formal category, "entertainment" (as a complement to "art", perhaps) is a recent cultural one.

      And I disagree. First, even serious games are entertainment. While we could argue about the definition of entertainment, it would really just be mental masturbation to do so. The dictionary defines it as "something that amuses, pleases, or diverts". Historically games are an escape from real life, not mimicry of real life. When real life is mimicked in entertainment it is mainly to lend the entertainment credence and gravitas.

      The use to which they are put can be entertainment or something quite different: in this case, something resembling drama.

      But drama is entertainment!

      I think our disagreement is essentially one of degrees. I simply do not believe unexaggerated real-life experiences or 'conversation' itself qualifies, in a marketable sense, as entertainment. Drama does occur in real life, but generally when it is entertaining it is either heightened, distilled, or you are a spectator to it. Normal drama is not entertaining. It is dramatic when your baby cries. But few would find that, alone, entertaining.

    14. Re:This is a game??? by Pluvius · · Score: 1

      Many games exist that do not revolve around violent conflict. Some don't include it at all (Tetris, Lumines, etc).

      Of course Tetris has violence in it. What do you think happens when the blocks disappear? It's a terrible genocide, I tell you!

      Rob

    15. Re:This is a game??? by drxray · · Score: 1

      So, which of you two was the player?

      --
      Slashdot - Mutual Assured Discussion
    16. Re:This is a game??? by Pollardito · · Score: 1

      for the ball!

    17. Re:This is a game??? by boa13 · · Score: 1

      Do yourself a favor, follow these links, play these short (one or two hours) games.

      Galatea

      Photopia

  4. 800MB torrent! by Anonymous Coward · · Score: 0

    the most dramatic thing is the download time...

    1. Re:800MB torrent! by Psykosys · · Score: 2, Insightful

      You're not one to download torrents of complete TV series, I take it (not that I'd be involved in anything like that).

    2. Re:800MB torrent! by Anonymous Coward · · Score: 0

      way to miss the joke, pirate!

  5. Too soon by Arthur+B. · · Score: 2, Insightful

    Will work enough to sound appealing and make people try to use it, won't work enough to be practical and thus will be very frustrating. Most of speech AI look good on the... facade, but one stumbles extremly quickly on their shortcomings.

    --
    \u262D = \u5350
  6. Where's the "New" part? by DanielMarkham · · Score: 0

    So it's 3-D characters, interacting in real-time with what your 3-D character does and says, right?
    But haven't we already been playing games like this for a while?
    Maybe it's better at drama, by which I take it that the characters say dramatic things to each other, but is that really such a great improvement in game play? "Here's your sword" is just as dramatic to me as "Somewhere in the house, there is a killer" -- depends on why I'm playing the game to start with.
    So it may be evolutionary for sure, next generation MYST perhaps, but it doesn't sound revolutionary.
    More hype than hope -- but definitely a new market niche for the genre.
    Beer Kills Memories Of Ugly People?

    1. Re:Where's the "New" part? by cakesy · · Score: 2, Insightful

      You know, there is only so much you can get from the Slashdot description. Sometimes, you just have to go ahead and read the article.

    2. Re:Where's the "New" part? by ate50eggs · · Score: 2, Insightful

      What else is like this? there are games where you pick a response from a list of 3-5 options and there are games that detect keywords. Keyword detection may seem like natural language as long as you stick to the scripts but it's not the same thing. you could say "I'm going to shove this silver key down your throat" and the character would just say "the silver key is to the east"

      Also, drama doesn't just mean talking about messy divorces instead of swords (btw, when the old guy gives you that rusty-ass sword in the beginning of Zelda, is that a Dramatic moment). It means dynamic relationships between characters. in most current game scripts the characters have very static relationships with maybe one twist somewhere along the way ("I'm Revan?!? wow that changes things almost imperceptibly!)

      I sort of doubt that the natural language detection will be good enough for this new game to work, but isn't it time we had some games that take risks?

      --
      not everything is a science experiment!
    3. Re:Where's the "New" part? by Neopoleon · · Score: 1

      "So it may be evolutionary for sure, next generation MYST perhaps, but it doesn't sound revolutionary."

      Oh, yawn. Another "evolutionary vs. revolutionary" soapbox wankfest.

      What does it matter if the game is good? Or at least heading in that direction?

      When I was a kid and sat down in front of the Atari 2600 version of Pac-Man, I didn't sit around pontificating about whether it was "evolutionary" or "revolutionary" - I just thought, "Dang. This really sucks compared to the arcade version." Because that's what it did - suck.

      This thing isn't a business app, so we don't really need to see the kind of chest puffing that usually comes along whenever someone announces a new product and it gets posted to slashdot. There probably aren't any software dev managers reading this particular post, culling the comments for buzzwords they can lift.

      Save the "evolutionary vs. revolutionary" debate for trying to impress the typical armchair software philosopher.

      Sorry I'm a tad abrasive here, but you:

      1) Clearly didn't read TFA

      2) Brought a tired and cliched argument to a place where it was entirely inappropriate - give these people a break and let 'em develop their game whether it's revolutionary or evolutionary or whateverwhobloodycares.

      By the by, the "new" part is the NLP interface. Sure, it's probably been done before, but it's clearly not a widespread idea. Might as well get these people some google juice with a /. reference.

      --
      - Rory [Microsoft Employee] | Free dirt: neopoleon.com
  7. That's an interesting concept by ReformedExCon · · Score: 5, Interesting

    It is clever in that it uses a "real" AI which does its best to draw the player into the game world. However, it seems like it would suffer from the same type of problems that any AI suffers from, that is it can't understand everything the user types.

    It also suffers from cutscene-mania. The game itself is a series of cutscenes that progresses even without user interaction. Though cutscenes have their place in games, building a game around them is a surefire way to limit replayability.

    I would love to try the game, personally.

    --
    Jesus saved me from my past. He can save you as well.
    1. Re:That's an interesting concept by Anonymous Coward · · Score: 0

      Here's a hint: try playing the game before you comment on it. That way you add to the signal instead of the noise.

    2. Re:That's an interesting concept by Anonymous Coward · · Score: 0

      Jesus saved me from my past. He can save you as well.

      He can save me from your past? Sign me up!

    3. Re:That's an interesting concept by AndyCampbell · · Score: 1

      Facade is actually a constant dialogue that can be interrupted and steered by participating in it via typing comments. It has an aspect of randomness, so it's not just a fixed cutscene that will play out the same way every time if you don't do something.

      The AI is driven by a collection of modules mostly written in custom languages. One is used to describe the natural language processor, another is used to control the agents, another does the 3D rendering. Michael Mateas, who is one of the guys behind this project, is a big proponent of "little languages", although I wouldn't really call ABL little since it describes a superset of java.

      I actually worked on the agent behavior language for a research project in university, under the professor responsible for constructing this game. ABL (A Behavior Language) is a bit of a departure from procedural and OO paradigms, introducing a form of concurrency into the language itself that allows many behaviors to be active or latent simultaneously. It's a bit of a pain to write, but after having dealt with it for a while, I do get the impression that it can help make more expressive and interactive agents that exhibit emergent behavior.

  8. Sounds like fun! by Trigun · · Score: 5, Funny

    The player is cast as a visiting longtime friend of Grace and Trip, a couple in their early thirties, and ends up in a verbal crossfire resulting from their failing marriage.

    If the AI is advanced enough, maybe I can seduce Grace, talk her into killing Trip, and then turn her in for the virtual reward!

    1. Re:Sounds like fun! by Ours · · Score: 1

      The reviewer tried that. He says "I guess they arent swingers" :-).

      --
      "You superiour intellect is no match for our puny weapons" - The Simpsons
    2. Re:Sounds like fun! by Tackhead · · Score: 1
      > > The player is cast as a visiting longtime friend of Grace and Trip, a couple in their early thirties, and ends up in a verbal crossfire resulting from their failing marriage.
      >
      >If the AI is advanced enough, maybe I can seduce Grace, talk her into killing Trip, and then turn her in for the virtual reward!

      GRACE, HOW LONG HAVE YOU WANTED TO KILL -9 TRIP?

      "Ever since he asked me how it made me feel about our failing marriage. And that he could see why I might ask him that. That's when I knew he was banging that slut ELIZA's keys."

    3. Re:Sounds like fun! by craash420 · · Score: 1

      I'm waiting for v2.0, where Grace and Trip are replaced by Brandy and Raven.

      --
      Extra medication for all!
  9. Wrong name by Rui+Lopes · · Score: 2, Informative

    It isn't "Facade", it's "Façade".

    --
    var sig = function() { sig(); }
    1. Re:Wrong name by Trigun · · Score: 1, Funny

      And how would you spell pedantic asshole?

    2. Re:Wrong name by Vo0k · · Score: 1

      S-P-E-DOUBLE L-I-N-G N-A-Z-I.
      Don't worry, the game will be a worse one on you.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
    3. Re:Wrong name by Anonymous Coward · · Score: 0

      Well, spelling is important when it limits readability. I would never read that "c" with a "s" sound, but instead with a "k" sound.

      That's why alternative pronouncing in OSS projects (GNU, LaTeX, Xine, etc) bothers me so much. If you want it read differently, write it differently!

    4. Re:Wrong name by Anonymous Coward · · Score: 0

      He is absolutly right. "c" and "ç" a to different
      char that arent pronouced the same at all.
      changing it for a "c" could even change the meaning
      of the word.

      +1 funny? what about -1 troll?

    5. Re:Wrong name by MidnightBrewer · · Score: 4, Insightful

      Amazingly enough, Oxford's American Dictionary disagrees with you. "Facade" with a "c" is a perfectly legitimate spelling. It always pays to back up your pedantry with research.

      --
      "Give a man fire, and he'll be warm for a day; set a man on fire, and he'll be warm for the rest of his life
    6. Re:Wrong name by Anonymous Coward · · Score: 0

      pédant

    7. Re:Wrong name by Anonymous Coward · · Score: 0

      It's a shame Oxford don't do a Conceptual Dictionary or you could look up the difference between a word and a title.

    8. Re:Wrong name by Anonymous Coward · · Score: 0
      It isn't "Facade", it's "Façade".

      Facade is also correct, you fundament!

  10. Hi-tech bummer simulator by kahei · · Score: 4, Insightful


    Another attempt to make a 'grown up' computer game by removing the things that make games worth playing (simplified, fun universe that's not like what we do every day and offers clear goal to reach and things to explore) and adding in the things that make life worth escaping from (evenings like the one described in this game, and people called 'Trip').

    Now, there are some good technical bits in this game -- it's nice not to be taking turns or picking from a menu. Much more conversation-ey. But as an idea for a game, 'handle an awkward evening in a sparsely furnished apartment' pretty much sucks.

    --
    Whence? Hence. Whither? Thither.
    1. Re:Hi-tech bummer simulator by master_p · · Score: 1

      It may be boring, but imagine the same engine in like Star Trek, for example. Or as an anime-simulation engine. It would be a lot of fun.

      What I don't understand though (without having played the game, of course) is how the outcome is predefined and free at the same time...because AI is not real AI if the outcome is predefined, and I really doubt they have true AI as to end up with any random outcome.

    2. Re:Hi-tech bummer simulator by kin_korn_karn · · Score: 1

      This is innovation in gaming. With a few notable exceptions, the single-player mode of character-based games has been getting the shaft ever since Quake I. Since Quake I's multiplayer became such a phenomenon, game companies have been tacking on multiplayer to half-finished games with shitty single-player experiences and shoveling them out the door.

      I think it's great that they're trying to develop single-player AI again and that something NEW is happening in the gaming world. I play games to get away from people, not to hang out with them. If I want to socialize, I'll do it in the real world.

    3. Re:Hi-tech bummer simulator by Lemmy+Caution · · Score: 2, Insightful

      Sorry, but escapist fantasy itself gets boring. They don't actually call it a game, they call it an interactive drama, and just like, after a while, you get tired of Star Wars and go see an Ibsen play (at least if you develop aesthetically), it is possible to appreciate actual drama, or other situations that aren't "fun."

      In fact, the emphasis on "fun" over other types of aesthetic experience is sort of a pathological disorder, in my opinion. The ancient Greeks had a lot more going on that just the comedies, and there's a reason for it.

      I mean, maybe it's not your thing. But I really, really wouldn't want to live in a culture where "fun things that offer clear goals" were the end-all of artistic output. It's in ambiguity, tragedy, sadness, and even anxiety that we can use cultural works to grow as people. And the idea that games can join other media, like drama and literature and film, to do that, is great. It seems you want to keep games on the level of "kid's media", even if it's for grown-up kids.

  11. Here we go again.. by CCelebornn · · Score: 5, Funny

    > Slap silly woman
    I DO NOT KNOW THE WORD "SLAP"

    > Tell silly woman you can keep the dog but that playstation is mine
    I CANNOT DO THAT

    > Kill woman
    YOU ATTACK WOMAN, BUT THE EFFORT IS WASTED. HER DEFENSIVE IS TOO STRONG
    WOMAN ATTACKS YOU
    WITH ONE WELL PLACED BLOW WOMAN CLEAVES YOUR SKULL
    YOU ARE DEAD
    YOU HAVE MASTERED 0.0% OF THIS ADVENTURE

    1. Re:Here we go again.. by Phishcast · · Score: 1

      Funny, that reminds me of my frustrated dad typing "GO TO HELL" in BASIC on our old TI99. As I recall the response was "CANNOT DO THAT".

    2. Re:Here we go again.. by SammyTheSnake · · Score: 1

      My favourite was LOGO which would cause endless amusement (when I was 8):

      > Forwarsd 100
      I don't know how to Forwarsd (oops)
      > shut up
      I don't know how to shut up (grr!)
      > work
      I don't know how to work (hehe)
      > go to the loo on my own
      I don't know how to go to the loo on my own (Guffaw)
      etc.

      Cheers & God bless
      Sam "SammyTheSnake" Penny

  12. NOOOOOO! by Vo0k · · Score: 5, Insightful

    Nothing new. There are hundreds of such games. Everywhere it looks the same.
    Player: Hello.
    AI: Hi. What brings you here, traveller?
    Player: I'm just sightseeing.
    AI: Could you rephrase that?
    Player: I'm passing by.
    AI: Sorry, I don't understand.
    Player: Nothing.
    AI: uhhh. Sorry?
    Player: Please, forget it.
    AI: I can't do it.
    Player: Where is the weapons shop? [it's across the street]
    AI: I don't know where it is.
    Player: Who are you?
    AI: I'm Thargos, your friendly wizard, thank you.
    Player: I'm looking for a quest.
    AI: Sorry, I don't know where is quest.
    Player: Give me a job.
    AI: I'm giving you nothing, you must earn everything by yourself.
    Player Goodbye.
    AI: Goodbye. By the way, wouldn't you happen to have some spare time to deliver this package to my friend across the city?

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
    1. Re:NOOOOOO! by Musteval · · Score: 3, Funny

      nono, see, this is new. Here, there aren't wizards. There's *D*R*A*M*A*!

      --
      Note to mods: I'm probably being sarcastic.
    2. Re:NOOOOOO! by Enigma_Man · · Score: 1

      Ultima V, for the C-64, in 1988 had an "AI" with free-flowing conversation that went slightly better than this even :) You could actually talk with random NPCs fairly naturally. Though you could get away with stuff like "food?" or "inn?" if you really wanted to.

      -Jesse

      --
      Nothing says "unprofessional job" like wrinkles in your duct tape.
    3. Re:NOOOOOO! by Anonymous Coward · · Score: 0

      Reminds me of my last trip to France.

    4. Re:NOOOOOO! by nomadic · · Score: 4, Insightful

      Ultima V, for the C-64, in 1988 had an "AI" with free-flowing conversation that went slightly better than this even :) You could actually talk with random NPCs fairly naturally. Though you could get away with stuff like "food?" or "inn?" if you really wanted to.

      I miss that sort of thing; a few other games had it, too. But as computer games became mainstream they got dumbed down to appeal to the nintendo-playing mouth breathers who started buying PC games. Ultima 5 had it done well. Ultima 6 had the same system, only they highlighted keywords so you didn't have to guess (fortunately you could turn it off). Ultima 7 went the next step and had preformulated responses you made, and every RPG since then has had the same.

    5. Re:NOOOOOO! by GigsVT · · Score: 1

      It does seem as if we have trouble, as a programming community, leveraging previous advances in natural language AI.

      I've played some text adventures on the C64 that were smarter than most of the recent entries in the interactive fiction contests.

      With things like WordNet out now, I'd have hoped things would have progressed more than they have.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
  13. Oh Boy, SimVirginia Wolfe! by Nova+Express · · Score: 3, Funny

    GeorgeBot: Don't toy with me, MarthaBot. I don't remember.
    MarthaBot: You laughed your ass off the last time.
    1337 H@x0r: God, you old people are really boring! Can't you, like, kill some zombies or something?

    --
    Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)

    http://www.lawrenceperson.com/

    1. Re:Oh Boy, SimVirginia Wolfe! by Vo0k · · Score: 1

      Actually, confronting two chatterbots (and getting them unstuck from the initial "Hi-Hello" loop) can produce some fun and interesting results :)

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
    2. Re:Oh Boy, SimVirginia Wolfe! by Anonymous Coward · · Score: 0

      hah, that's the first thing I thought of too.

  14. Re:Who? by Vo0k · · Score: 2, Insightful

    Well, more like finally "Stand against the wall opposite to the doorknob. Cautiously grab the door knob. Turn it and slowly open the door, still staying by the wall. Peek through the gap between the door and the wall inside." instead of entering a room first, and looking what's inside (and stabbing your leg) later. (Remember Silent Hill? I hated it.)
    Somehow I doubt the new game would understand that.

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
  15. I can get this for free, not that I'd want to by ScentCone · · Score: 2, Insightful

    I mean, I can't personally fly an F-16 or kill aliens, so that's fun to do in 3D on my computer, with or without natural language interfaces (though the more the merrier).

    But get tangled up in the verbal sniping between two people in a failing marriage? That's what visiting the in-laws is for. And not only is it in 3D, the personal safety options are turned off, and the frying pans feel completely real.

    --
    Don't disappoint your bird dog. Go to the range.
  16. First impressions by PIPBoy3000 · · Score: 5, Informative

    Well, no one here appears to have downloaded and installed Facade. Thanks to Evil Avatar, I picked this one up over night and just installed it.

    First off, make sure you have a 1.6 Ghz machine. It's not just a recommendation - the install won't work if you don't meet that requirement. And the install is very long as you might expect.

    This is a very audio game. If you're deaf, I'm not sure it's even possible to play. The first really odd thing is that the characters call me verbally by my real name. It's "Adam", which isn't too uncommon, but strange nonetheless. I suspect they have a hundred or so common names they've recorded.

    The controls are weird - a combination of keyboard arrows, typing, and the mouse. There's also some limited manipulation of objects (e.g. picking up the phone and throwing it around). You can also hug and comfort the two people with a click of the mouse.

    The main interface, however, is the keyboard. You'll do a lot of typing, trying to guess what the magic keys and phrases are.

    I haven't finished it. Heck, I feel I've barely scratched the surface. Even though it's in a single room, the illusion of open interaction with two humans is pretty good. Well, enough Slashdotting. Time to play a bit more.

    1. Re:First impressions by PIPBoy3000 · · Score: 5, Informative

      Okay. I've finished my first play-through. It took about twenty minutes. Some of it is fairly clunky. Some of it is extremely compelling.

      I restarted after my first posting and noticed some differences right away. The first time the phone rang. The second time it didn't. I ended up kissing Grace when we met and she seemed more positive afterwards (I have that effect on women).

      Emotionally the game is great. You get a ringside view of the emotional train wreck of these two people's marriage. You can guide their conversation, take sides, and watch them reveal painful secrets.

      Being a fast typist helps as you regularly need to type out long strings of text. Moving around is awkward with the mouse and arrows, but fortunately you don't need to move around much. Your decisions are remembered and the actors will comment on the previous things you've done. The 800 MB download makes perfect sense now as there must be hours of sound files to cover every contingency.

      This seems like the sort of game that would strongly appeal to women. It's very free-form and is exclusively about social interactions. The only catch is that I'd imagine it's extremely labor intensive to create something like this. The writing, voice acting, and tracking all the branch points seems a daunting task.

      Still, I can see how people herald this as the future of gaming. It would be amazing if you could hit this level of character interaction in ordinary games.

    2. Re:First impressions by Anonymous Coward · · Score: 0
      ...would strongly appeal to women. It's very free-form and is exclusively about social interactions.
      Nice to know that even in the 21st century, gender-based stereotyping is still alive and well. You insensitive clod.
    3. Re:First impressions by Anonymous Coward · · Score: 0

      The Sims was very popular with women. A stereotype MAY be generally true. You overreacting clod.

    4. Re:First impressions by uberdave · · Score: 2, Funny

      I ended up kissing Grace when we met and she seemed more positive afterwards (I have that effect on women).

      I have that effect on fanasy women as well. [grin]

    5. Re:First impressions by wormbin · · Score: 1

      Another FYI: It doesn't seem to work on Windows 98. The installer claims to want Windows ME or better.

      Is it possible to run the installer under WINE?

    6. Re:First impressions by solarrhino · · Score: 1

      "Emotionally the game is great"? You've got to be kidding! First, they don't really respond to anything you say. It seems to me that they are just looking for certain keywords. Hit the keyword, and Grace says "Thanks, that helps me." Oooh, that makes me feel all warm and fuzzy... yeah, like a poodle jumping through a hoop.

      The big "secrets" are nothing that any stranger wouldn't learn about both of them in about 10 minutes of casual conversation. So how is it that these married blockheads don't know them already?

      And even if such emotional retards could actually live outside a group home, I still wouldn't want to be their friend, because they are both mean and controlling. Specifics would give away the big "secrets", but really, nobody should have to live with either of them.

      Fortunately, because the characters, situation, and story were all too ridiculous to believe, I'm happy to leave them to it.

      What a waste of bandwidth! This stinker gets 'F's from me right across the board. If this is the future, Lord, take me now!

      --
      "Lord, grant that I may always be right, for Thou knowest that I am hard to turn" -- A Scots-Irish prayer
  17. LJ by lisaparratt · · Score: 3, Funny

    Didn't Danga get there first with LiveJournal?

    Wait...

    You're telling me they're real people?!?! :S

  18. Emergent behaviour and AI by Anonymous Coward · · Score: 1, Insightful

    This sort of thing is not so much revolutionary as evolutionary, we will see more and more of this.
    I design levels for game called Operation Flashpoint. It's a sophisticated shooter. Back in the days of Unreal and Halflife I used to code bots too, but they pretty much found their way around the map by pathnodes, and had limited, fixed views of things, like how much they 'hate' their enemies. The level of sophistication with flashpoint bots takes it to a whole new world. I add my own AI routines giving bots the ability to spot and exploit opportunities, or be afraid, make them courageous or cowardly depending on what they see and hear, etc... Each of the bots in operation flashpoint can be written as a single self navigating object, in user definable script. This is the interesting thing... Once you give AIs in excess of 8 or 10
    parameters, have a few different ones, make those parameters loosely codependent and hook them into 10 or so environmental rules, throw in a handful of random events, now you have a chaotic
    scenario that NEVER plays the same way twice.
    You lost all deterministic control. How do you debug a non-deterministic program? Of course its not really non deterministic, it just might as well be. My missions are always where the player plays a small, non-pivotal role (well actually the task is try and find a pivotal opportunity to change the course of the 'war') that rarely influences the great, highly unpredictable battle ensuing.

    As someone who undertands concurrent programming I still find it amazing what happens inside my little reality model with only a few tens of bots
    walking about, coding the scripts for a complex level is possibly one of the most challenging programming excercises you can imagine (which is why its fun) trying to influence events in a reality whose parameter space is vast. You have to reason probabalistically, and no excercise will do more for your ability to craft exception handlers, or exercise your 'but what if...?' brain parts.

    1. Re:Emergent behaviour and AI by DingerX · · Score: 2, Informative

      Well, OFP, IIRC, uses a combination of stateful AI and (within that) some sort of neural net system to run their bots.
      It looks like Facade is using a complicated expert system: there is a story to tell, and your behaviour will "trip" certain triggers.

      Both systems have their limitations: NN-based stuff is dependent on the inputs given. OFP Bots, for example, "learned" back in the days of development. And their information on visible is a combination of what the person is doing (crawling makes them less visible than running), and where they are (concealment is preferable to cover). On the other hand, "being shot at" is not an input (it does however initiate a state change -- from "AWARE" to "COMBAT"). The result is that the AI does some things that work pretty well against other bots with the same inputs: they run across an open field, then crawl on their belly in the middle: "Disappearing" to the eyes of the enemy bots, but presenting a tasty target for humans. Anyway, coding OFP missions is like herding cats a lot of the time: the AI has its own mind of doing things, and it's not always tactically sound.

      On the other hand, the Expert System approach ends up being canned: you do actions to change states, and your range of action is limited to what the developers thought up. Hence Facade: it looks sophisticated as hell, and I'll download it and check it out, but it sounds like a superfancy Eliza.

      Oh and for a good assault, lay in some artillery, send two squads to the target on "SEARCH AND DESTROY" and have a reserve squad set on "GUARD" (so they close with the enemy when the others make contact).

    2. Re:Emergent behaviour and AI by dubl-u · · Score: 1

      it sounds like a superfancy Eliza

      Hey, don't knock it. There are a number of elected politicians and talk show hosts that appear to be superfancy Elizas, and they are raking in the bucks.

  19. I don't get it... by autophile · · Score: 2, Interesting
    So they put all this time and effort into AI-powered interactive fiction. And then they go and make it a story about fighting about a failed marriage. Do you think the developers had some issues here?

    --Rob

    --
    Towards the Singularity.
    1. Re:I don't get it... by Lemmy+Caution · · Score: 1

      Go read Ibsen. Now.

  20. Plot? by slapout · · Score: 2, Funny

    and ends up in a verbal crossfire resulting from their failing marriage

    Oh yeah. THAT sounds like fun!
    (Maybe they'll rename this game "The Jerry Springer Experience")

    --
    Coder's Stone: The programming language quick ref for iPad
    1. Re:Plot? by Anonymous Coward · · Score: 0

      Its fun for some people. I can name at least three female friends of mine who love meddling in people's lives.

      Now they can do that without actually screwing other people's relationships up!

  21. Re:Who? by TrippTDF · · Score: 2, Insightful

    This is going to appeal to you in five years. Remember, this is a first step into a larger world where we can get away from the limitations of clicking on a phrase to respond with a la KOTOR.

    I've not seen this demo (though I will check it out when I get home) but this seems like it could lead to really cool stuff. The implications for Alternate Reality Games is pretty cool. Now it's just typing text and reading the response, but start to incorporate a voice recigition and you've got something. You could call a phone number and have a conversation with a computer. I'm pretty damn exicted about the prospect of this technology.

  22. Prior art? by British · · Score: 1

    This is a very audio game. If you're deaf, I'm not sure it's even possible to play.

    I'm glad to see Gerry Todd's(of SCTV fame) "Audiogames" is now a reality in 2005.

  23. Pedant Alert by Xner · · Score: 1
    The GPL defines "source code" as "the preferred format for editing". In the case of english text, the source is the english text itself.

    You really ought to try and read it, it's a quite a clever piece of work.

    --
    Pathman, Free (as in GPL) 3D Pac Man
    1. Re:Pedant Alert by Anonymous Coward · · Score: 0

      He had a link there, English isn't "It"

    2. Re:Pedant Alert by mrchaotica · · Score: 1

      Yeah, but what's the preferred format for editing a Slashdot post? A script to crack Slashdot's server, or something? ; )

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  24. Facade is people! by dangitman · · Score: 1

    Given the average human being on the planet, and their rather crippled forms of social and verbal interaction, why would I want to interact with something that acts like a realistic person?

    --
    ... and then they built the supercollider.
    1. Re:Facade is people! by Spy+der+Mann · · Score: 1
      Given the average human being on the planet, and their rather crippled forms of social and verbal interaction, why would I want to interact with something that acts like a realistic person?

      1. To sharpen your geek skills in getting a REAL date?
      2. To try to understand women better?
      3. To fulfill your fantasy of Yuna kissing Tidus more early in the game?

      Remember! This is a *PROTOTYPE*. I bet than in 20 or 30 years, AI is going to be much more advanced than now. By that time, games will be able to:

      • Synchronize voice and images with the words beng spoken
      • Characters speaking a calculated (not scripted) dialogue
      • Characters showing their *emotions* in their facial expressions
      • Characters possibly screwing up a situation, which leads to even more interesting drama
      • With advances in simulation hardware, physics-realistic events and textures, environment, etc.


      Now mix that with different types of games:
      • Date-sims (w00t)
      • RPG's
      • Action adventures


      Obviously, you need a little more imagination to see how games could improve with interactive drama. But I see nothing wrong with the idea.
    2. Re:Facade is people! by dangitman · · Score: 1
      To sharpen your geek skills in getting a REAL date?

      Why? I have plenty of girlfriends and lovers.

      To try to understand women better?

      Don't seem to have many problems doing that. I'm rarely around males, and the women think I'm as good as a lesbian.

      To fulfill your fantasy of Yuna kissing Tidus more early in the game?

      Eh?

      --
      ... and then they built the supercollider.
  25. Game Name by Spez · · Score: 2, Informative

    The name of the game is "Façade", which is a french word that means "frontage" or "facing"

    --
    I wouldn't mind you in my head, if you weren't so clearly mad -Lews Therin Telamon
    1. Re:Game Name by Quiet_Desperation · · Score: 1
      Wait a tit... a French word?

      Well, we'll just have to rename the game Freedom.

    2. Re:Game Name by dubl-u · · Score: 1

      The name of the game is "Façade", which is a french word that means "frontage" or "facing"

      Yes, just like the artist formerly known as Prince's name is that goddamn symbol.

      The word canyon was originally spelled cañon, naive was spelled naïve, and the thing with your employment history started out as a résumé. When we adopt a word into English, English orthography becomes acceptable. The game authors are welcome to try to be all stylishly faux-continental, but the rest of us are equally welcome to ignore them.

  26. Meanwhile, at the AI Clinic, bugs are tested. by dangitman · · Score: 4, Funny

    Player: I came here for a good argument.

    AI: No you didn't, you came here for an argument.

    Player: Well, an argument's not the same as contradiction.

    AI: It can be.

    Player: No it can't. An argument is a connected series of statements intended to establish a definite proposition.

    AI: No it isn't.

    Player: Yes it is. It isn't just contradiction.

    AI: Look, if I argue with you, I must take up a contrary position.

    Player: But it isn't just saying "No it isn't".

    AI: Yes it is.

    Player: No it isn't, an argument is an intellectual process... contradiction is just the automatic gainsaying of anything the other person says.

    AI: No it isn't.

    --
    ... and then they built the supercollider.
    1. Re:Meanwhile, at the AI Clinic, bugs are tested. by Anonymous Coward · · Score: 0

      You totally ripped that off Monty Python.

    2. Re:Meanwhile, at the AI Clinic, bugs are tested. by Conspiracy_Of_Doves · · Score: 1

      You totally ripped that off Monty Python.

      Thank you Captain Obvious! I don't know what we would do without you.

    3. Re:Meanwhile, at the AI Clinic, bugs are tested. by EMH_Mark3 · · Score: 1

      From bash.org:

      <blazemore> kof97, magical drop 3, neo turf masters
      <blazemore> couple others
      <Brazenhrt> Heh...Magical Drop.
      <blazemore> magical drop 3 is great :~)
      <Brazenhrt> I didn't say it wasn't.
      <blazemore> brazenhrt: i didn't say that you insisted it wasn't.
      <Brazenhrt> blazemore: I didn't say that you said that I insisted it wasn't.
      <blazemore> brazenhrt: you said that you didn't say it wasn't awesome in response to my saying it was awesome, which thereafter i said i didn't say that you insisted it wasn't.
      <Brazenhrt> Oh god.
      <Brazenhrt> Never mind.
      * PhorceP 's head explodes

      --
      Burn the land and boil the sea, you can't take the sky from me
    4. Re:Meanwhile, at the AI Clinic, bugs are tested. by dangitman · · Score: 1

      Well DUH. I mean really, do you think I'm witty enough to write my own material?

      --
      ... and then they built the supercollider.
  27. "Programming hassle"? by Anonymous Coward · · Score: 2, Insightful

    I'm no genius, obviously, so I guess I'd like to know what kind of "programming hassle" makes them require installation to the C: drive. (From the help section of their web site.)

    I mean, don't you just need to set a registry key (or something) with the base installation directory? What are they doing that needs hardcoded full directory paths? I'd like to try the game, but apparently I'm not going to because I don't use C: for applications, just the OS. (And it doesn't have 1GB free anyway.)

    1. Re:"Programming hassle"? by manno · · Score: 0

      Yeah I have a simmilar complaint about Valve's Steam installer it won't let you install the game without have x amount of disk space on the drive you're installing to, and I map all my directories so while I'll have gigs of free space in my program files dir, it see I only have 300 MB on C. It pisses me off.

  28. Technical Problems... by imsabbel · · Score: 1

    The whole thing feels like it was created in flash...
    Takes ages to start (on a A64 with 1GB RAM), looks like a flash video, gives no option where to install (i didnt even find a entry in \program files, no idea where it went), and now as i try to kick out the crap, its spends over 5 minutes "configuring the uninstaller"...
    No matter how smart the idea may be, the conversation into a computer program sucks.

    --
    HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
  29. Er, hasn't this been done before by Shawn+Parr · · Score: 2, Interesting
    And not just the Infocom text adventures either.

    Anyone else remember Starship Titanic by Digital Village, Douglas Adam's game company?

    3d rendered characters (which looked much better IMHO that the pictures for this game) that used a system called Spookitalk so that you could type in what to say to the characters and they could pretty intelligently attempt to reply.

    I haven't played this game yet, but I did play ST and enjoyed it. Hopefully this takes that concept of AI and expands it farther as if you have played ST for a while you eventually can figure out what kind of responses you will get from the different characters.

    My point being that this concept is not nearly new at all, even with the audio element which is what people seem to be claiming is different.

    1. Re:Er, hasn't this been done before by yoz · · Score: 1

      Anyone else remember Starship Titanic by Digital Village, Douglas Adam's game company?

      Yep. I was working at TDV through most of ST's development.

      I'm a web techie, so I didn't work on the AI aspects. The text parser was originally the Velocitext engine from Virtus Corp., but we ended up changing it so much (I say "we" - the vast majority of the work was done by one coder, Jason Williams, IIRC) that it got renamed - Douglas himself chose the name "Spookitalk" because its ability to show some understanding of your typing was, well, spooky. It was a long way from perfect, and it could only route you to one of the prerecorded answers (of which we had several thousand) rather than say anything new, but its ability to do so was considerably better than most other parsers that you see these days.

      My point being that this concept is not nearly new at all, even with the audio element which is what people seem to be claiming is different.

      How do you know? Have you actually downloaded Facade and played it?

      Your reasoning seems to be entirely based on the idea that both games feature a natural language parser, therefore there's nothing new here. It's like saying that Half-Life 2 is no progression from Battlezone because they both feature 3D graphics.

      If the natural language interface to Facade is not only a way of interrogating the characters but also a way of changing the state of the game and advancing the plot, then that's a fairly significant step further than Starship Titanic, which pretty much limited the parser to interrogating the characters for answers. Furthermore it sounds like there's a heavily emotional element to the AI, which sounds fascinating. (Yes, The Sims has something like that too. Facade's may be very different. I don't know, I've only just read this story, and like most Slashdorks, am happily posting away before actually playing the game in question. But at least I admit that.)

    2. Re:Er, hasn't this been done before by Shawn+Parr · · Score: 1
      If the natural language interface to Facade is not only a way of interrogating the characters but also a way of changing the state of the game and advancing the plot, then that's a fairly significant step further than Starship Titanic, which pretty much limited the parser to interrogating the characters for answers.
      I hate to disagree with you here, especially since you worked with TDV, but Starship Titanic did rely on using the parser to change and advance the game.

      Specifically one had to convince the Bellbot to smash a TV. You had to talk him into it via the Spookitalk engine.

    3. Re:Er, hasn't this been done before by yoz · · Score: 1

      Bugger.

      s/pretty much/mostly/

      (I think my point still stands, um, mostly.)

  30. Re:Who? by Anonymous Coward · · Score: 0

    It appeals to me, actually -- Michael Mateas from the experimental game lab came and spoke to our natural-language AI class at Gerogia Tech, and he's developing really wild techniques for storytelling here. It's interesting just from a technical perspective -- any time you can get a better interface or more realistic characters in a game, that's appealing, yes?

  31. The future of . . . by geekwithsoul · · Score: 1

    the "Lifetime" Channel. Just cast the voices of some spunky-but-sweet actress and sensitive-but-tough actor from bad '80s TV shows and watch bored housefraus from across the country line up to play this dreck.

    Good drama on relies on more than dialogue, it relies on a total acting performance from the actors, and the state of 3D graphics is simply not advanced enough. Add into that a viewing experience not dissimiliar to a TV show, and think how boring it would be to be using the same camera angle the whole time.

  32. Re:Who? by geekwithsoul · · Score: 1

    You could call a phone number and have a conversation with a computer. I'm pretty damn exicted about the prospect of this technology.

    Don't get out much, do you?

  33. seen it before by argStyopa · · Score: 1

    DM: There is an elf in front of you."
    P2: "Whoa!"
    Player 3: "That's me, right?"
    DM: "He's wearing a brown tunic, and he has grey hair, and blue eyes..."
    P3: "No I don't, I have grey eyes!"
    DM: "Let me see that sheet..."
    P3: "W... well, the sheet says I have blue eyes, but I decided I want grey eyes!"
    DM: "Whatever... ok, look, you guys can talk to each other now."
    P2: (pause)"Hello."
    P3: (pause)"Hello."
    P2: "I am Galstaff, sorcerer of light!"
    P3: "Then how come you had to cast magic missile?"
    (laughter)

    --
    -Styopa
  34. Re:Who? by mcc · · Score: 1

    This is going to appeal to you in five years.

    Frankly I kind of remember there being people who were more or less claiming that five years ago.

  35. Re:Who? by elrous0 · · Score: 1
    five years ago

    I remember it 15 years ago. I suspect people will still be saying that 15 years from now too.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  36. Reminds me of Sentient... by wikthemighty · · Score: 1


    Anyone else remember the PC/PS game Sentient? It seems very similar to what this game is trying to achieve, and it did it in 1997 (and it will run on a PlayStation!) It's dialog engine was a little wierd, but I found it very enjoyable.

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  37. Mod parent up by theolein · · Score: 1

    Starship Titanic had one of the funniest text engines ever, and Douglas Adams was on the development team. The only thing I can of think against it today is that so many people have atrocious spelling due to their heavy reliance on spelling checkers etc.

  38. must be a biiiig file by Anonymous Coward · · Score: 1, Funny

    800 MB torrent? That's funny, I've never seen a torrent file bigger than a few kilobytes.

    (sarcasm)

  39. RTFA by The_Wilschon · · Score: 1

    Amazingly enough, the game's authors disagree with you, it is in fact Façade (yes, including the italics and the capital F). It always pays to back up your anti-pedantry pedantry with RTFA.

    --
    SIGSEGV caught, terminating

    wait... not that kind of sig.
    1. Re:RTFA by MidnightBrewer · · Score: 1

      Actually, I did read the article and it doesn't affect my opinion at all. For the purposes of a Slashdot comment section, arguably one of the least important places to be a Typography Nazi (now there's a new one), it seems to be a little unnecessary to go hunt the character down since it isn't readily apparent on my keyboard.

      You might as well argue that people are wrong because they capitalize a company's name or product when the company itself always spells it lowercase, or with mixed capitals (for example, "discreet's combustion" is "properly" all lowercase.) The ç is correct if you are displaying it in a situation that requires a trademarked logo; otherwise, an acceptable alternate spelling that only involves removing one serif from a letter is just anal.

      If you want to go that far, then as a speaker of German I suppose I should demand that all umlauts and essets are properly observed, even on non-German forums? Of course not; unless you're a German speaker as well, in which case you already know better. Anyway, we've wasted enough bandwidth on this argument already. If we aren't commenting on the game, we should go ahead and wrap this up.

      --
      "Give a man fire, and he'll be warm for a day; set a man on fire, and he'll be warm for the rest of his life
    2. Re:RTFA by MidnightBrewer · · Score: 1

      Whoops. End of the first paragraph above should read, "otherwise, arguing over an acceptable alternate spelling that only involves removing one stroke from a letter is just anal.

      Man, now I'm grammar-naziing myself. :)

      --
      "Give a man fire, and he'll be warm for a day; set a man on fire, and he'll be warm for the rest of his life
  40. actually... by arlosuave · · Score: 1

    it turns out they're routing the characters through smarterchild.

  41. i need to talk to you... by Anonymous Coward · · Score: 0

    why are you talking to me?

  42. Until you try it, your opinion is worthless! by Anonymous Coward · · Score: 3, Insightful

    Please, post more replies!

    I just love to read the uninformed opinions of people who haven't bothered to try the 'game'!

    Do any of you work for IGN perhaps?

    Maybe somebody who has actually used the software should chime in with their thoughts, eh?

    No, I'm not new here, but people spouting uninformed, useless opinions about something they haven't even bothered to try is terribly aggravating. An opinion without experience is baseless. The software isn't a drug, and it won't kill you, so try it out before forming your opinion!

    Jeez...and here I thought /. was a place to see reasoned debate.

    1. Re:Until you try it, your opinion is worthless! by Anonymous Coward · · Score: 0

      Jeez...and here I thought /. was a place to see reasoned debate.

      no, you really are new here. its hard enough to get the slashdot denizens to merely read the accompanying text before presenting an uninformed argument, much less download a 800mb torrent and play a game that apparently takes some thought to complete. Just accept the uninformed drivel, because the spout-offs would be no more intelligent after they played the game.

    2. Re:Until you try it, your opinion is worthless! by ThePlague · · Score: 1, Insightful
      Jeez...and here I thought /. was a place to see reasoned debate.
      You are new here.
  43. Re:Who? by Anonymous Coward · · Score: 0

    You could call a phone number and have a conversation with a computer.

    Its too bad all the jobs will be sent to computers in India.

  44. An interesting sim... by ElectricInkPen · · Score: 1

    but not exactly graphically in-depth. I saw it previewed at a gaming symposium on interactive worlds last spring at Georgia Tech.

    The couple's emotions and emotional responses are the big thing here. It's funny to watch their marriage pretty much break up because you compliment the hostess on her dress, when her husband / boyfriend / whatever hasn't even looked at her in ten months, or whatever the premise is supposed to be. This will be mildly entertaining, but not rememberable.

    --
    Jaron _ at _ ElectricInkPen.com Penning the Web Electric
  45. The developers of ... by Laser+Lou · · Score: 2, Informative

    Façade maintain a group blog about interactive drama, poetry, art, and other such things. Its called Grand Text Auto. They usually post on several new subjects each day, and anyone can post comments there.

    --
    No data, no cry
  46. Facade has more than one meaning by pyrrhonist · · Score: 1
    The name of the game is "Façade", which is a french word that means "frontage" or "facing"

    In this case, the other meaning of facade is more apropos:

    A showy misrepresentation intended to conceal something unpleasant.

    Facade came into common English usage in the 17th century.

    --
    Show me on the doll where his noodly appendage touched you.
  47. Ractors. by vanman2004 · · Score: 1

    They need ractors.

    --
    -Siggy!
  48. Proof of parents dorkyness by fleppir · · Score: 1

    You obviously have NOT been married, or at least for long. All matrimony is a form of violence ;)

    --
    I am the Barber of Seville.
  49. Or if you don't want to download 800MB... by Pluvius · · Score: 1

    ...you can just get this.

    Rob

  50. Re: hurding cats by Anonymous Coward · · Score: 0

    Cheers Dinger, I always guessed the bots had a really comples xtate transition table under the hood but I never knew they were trained as NNs !

    Hurding cats, yeah thats about it. I tend to put some 'strong attractors' in, like a field hospital in a safe enclave and commandmove them there once
    their knowsabout list drops low, this keeps noncombatant bots out of trouble. But you're right
    about expert systems being samey, ES are like personalities once you get to know them you know what buttons to press, but this kinda thing is far more unstable. Also, Flashpoint specific, squads often seem to break the AI fighting for dominance when there are two or more units of equal rank in a squad and the CO dies the group structure falls apart and all you can hear is 'where are you?' from bots that are standing right next to you. Teaching bots negatioation protocols that never deadlock seems like a very hard problem.

  51. Re:Who? by Anonymous Coward · · Score: 0

    And in 5 years, if you have a friend by then, you're going to realise ARGs (and cRPGs) are very pointless and dull.

  52. Fun things to try by Anonymous Coward · · Score: 0

    * Can you get all three drinks for yourself?
    * Can you 'steal' something from the apartment?
    * Can you get end the game with one single statement?

  53. ZAP! by Flamesplash · · Score: 1

    You'd have to hit it with lightening first to make it hurt people...

    --
    "Not knowing when the dawn will come, I open every door." - Emily Dickinson
  54. sample convo by Anonymous Coward · · Score: 0

    LISA
    the rest of the place sucks

    TRIP - See, Grace, no one has a problem with your decorating, it's fine!

    GRACE - Well, I plan to return most of this anyhow. This room needs to be redone.

    LISA - no, it sucks!

    TRIP - Wha... uh...

    GRACE - Oh, Trip, she's just teasing you... It's good, we all need that once in a while. -- (interrupted)

    TRIP - Heh heh ha ha ha ha, ha... -- (interrupted)

    LISA - grace, your place sucks

    GRACE - What...?

    TRIP - Ha... Lisa, that's why we like you, you're not afraid to give us shit...

    LISA - it totally sucks grace

    TRIP - uh... uh, heh heh...

    GRACE - uh...

    TRIP - what...

    TRIP - that's, um...

    GRACE - uuh...

    TRIP - ha ha...

    GRACE - ha ha ha ha ha, heh...

    TRIP - ha ha ha!

    LISA - have you no social skills?

    GRACE - ha ha ha ha ha!!

  55. Interactivity by celimage · · Score: 1

    Interactivity has to one the most used and abused words. Is the ability to point and click on things really a good definition of the word? I was involved with the museum world when "Interactive displays" started to appear. While the administrators view it as a way of creating relatively inexpensive exhibits while eliminating staff. The reality is within a few months they have little signs that read "Out of Order". The problem as I see it is who is the user interacting with? The software programmers, the computer or himself? This stuff sounds as bad as the "Make a Movie" software that is being developed.

  56. Facade IS a word, but not the name of this game by KingSkippus · · Score: 1

    I hate to point this out, but...

    Just because "facade" is a legitimate spelling of that word (according to many dictionaries, the only correct spelling, in fact), it doesn't make it the correct spelling of this game. The parent may be nitpicky (or pedantic even), but if you follow the link in the article, you will see that technically, he is correct.

    It's a little bit like someone pointing out that the name of a popular doughnut chain here is "Dunkin' Donuts," not "Dunking Doughnuts." You can point out until you're blue in the face that the latter is orthographically correct, but that doesn't make it the name of the restaraunt.

  57. Dude, you're wrong... by KingSkippus · · Score: 1

    Amazingly enough, Oxford's American Dictionary disagrees with you. "Facade" with a "c" is a perfectly legitimate spelling. It always pays to back up your pedantry with research.

    But you didn't say that either was correct. In fact, you went so far as to insult the original poster by calling him names and belittling his claim.

    If the third sentence above had been something like, "In normal typing, it could go either way," then I probably would have overlooked the fact that your first sentence was wrong. But what you originally implied was that because "facade" is a legitimate alterate spelling of the word "façade," it therefore follows that Facade is an acceptable alternative name of the game for Façade. Maybe the game designers don't care, maybe they do, but in either case, the implication that the former necessarily makes the latter true is just plain wrong.

    In other words, the fact that the Oxford American Dictionary says that "facade" is a word has no bearing whatsoever on whether or not Facade is an acceptable typographic representation of the name of the game. The original poster may be pedantic, but in return, you were obnoxious. If you had just been a little less so, I might have actually agreed with you, and there probably wouldn't have been an argument.

    Oh, and yes, I do try to observe the correct use of umlauts and essets when possible, even on Slashdot. Thinking that no one does (or should) is rather naïve, in my opinion...

  58. I'll second this. by wikthemighty · · Score: 1

    I'd have to say that I found Galatea much more interesting than Facade - in spite of the lack of 3D visuals, this one felt much more interactive, and the storyline felt a lot more diverse.

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer