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A New Stab at Interactive Fiction

pamar writes "Dr Dobbs Journal interviews Chris Crawford, the noted game designer, about a new direction for interactive fiction. In the interview, he talks of his new stab at Interactive Fiction, and mentions Storytron, his new company which he hopes will make interactive fiction easier to write, not only for games, but for complex social interactions in general."

141 comments

  1. Quite a... by GillBates0 · · Score: 5, Funny

    Quite a creative venture, but who knows how it'll end.

    --
    An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
    1. Re:Quite a... by VJ42 · · Score: 4, Funny

      It'll get eaten by a grue

      --
      If I have nothing to hide, you have no reason to search me
    2. Re:Quite a... by chasisaac · · Score: 1

      Depends on wether you go

      N
      S
      W
      E

      --
      -- A computer without Windoze is like a choclate cake without mustard
  2. Pilot's seat? by Anonymous Coward · · Score: 5, Insightful

    Here's the question though. Is fiction really ment to be interactive? Or is fiction the journey the author leads you on?

    1. Re:Pilot's seat? by HappySqurriel · · Score: 1

      Here's the question though. Is fiction really ment to be interactive? Or is fiction the journey the author leads you on?

      I would say that fiction is the journey that the author takes you on, but at the same time there is nothing saying that it can not be interactive. I'm not claiming that games are great works of fiction yet, but they are developing methods where the "author" (designers) produce the story and allow the gamer to discover it.

      Personally, I think the worst element of story telling in videogames is (probably) the most popular and that is cutscenes. In my opinion it has far more impact to have someone read a journal, or perform a side-quest, in order to reveal more information about the world that the "reader" finds themself in; cutscenes are too passive, and usually are plagued with poor animation and terrible voice acting.

    2. Re:Pilot's seat? by secolactico · · Score: 2, Insightful

      Here's the question though. Is fiction really ment to be interactive? Or is fiction the journey the author leads you on?

      Why can't it be both? When you move from one medium to another, there's always a period of adjustment and sometimes new creative mechanisms and paradigms must be developed. When you try to "migrate" a work of fiction from one medium to another, the results tend to be shoddy, which is why seldom books adapt well to the movie screen and why movies give way to crappy games tie ins.

      Now, both books and movies are guided journeys but this only means that new storytelling forms have to be found.

      Aren't pen-n-paper rpgs a form of interactive fiction. It might not be for everyone, but I'd call it succesful. Most computer RPG are actually puzzles with a background but if they are done right and the story is engrossing enough, you don't really care.

      --
      No sig
    3. Re:Pilot's seat? by Merovign · · Score: 3, Insightful

      Fiction is always interactive.

      No matter how precise and demanding an author is, the reader always brings understanding, misunderstanding, interpretation, and their own preconceptions to a work.

      There are several schools of literary interpretation, which argue and debate and grapple incessantly, and some of which are almost violently hostile to each other, but if you were to ask them WHETHER the written word is interpreted (rather than just received), they would pretty much all look at you like you had three heads.

    4. Re:Pilot's seat? by zoeblade · · Score: 1

      Here's the question though. Is fiction really ment to be interactive? Or is fiction the journey the author leads you on?

      Maybe it can be either. Some fiction leads you on a set path. Some interactive fiction leads you on that same set path, but makes it appear that you can change it when in reality you can't (so you can discover things in any order you like, and stray beyond the path a bit before being gently nudged back on it later on without realising). Some interactive fiction has multiple endings. Some regular fiction has multiple endings too. (Remember the films Clue or Wayne's World?)

      Maybe there's no "right way" of telling a story. Maybe they're all interesting possibilities that should be explored more.

    5. Re:Pilot's seat? by lawpoop · · Score: 4, Interesting

      That's exactly right. Fiction, or a story, is not interactive. Fiction is a retelling *of the past*. It's not what you're doing right now.

      A story has three parts. In the first act, we have the status quo, situation normal. A good storyteller might call this the set up. Then, something happens that disturbs the status quo -- something that the protagonist has to deal with. They can't go back to the status quo. In the third act, there is the final confrontation with whatever the obstacle is. After the final confrontation, there is a new equalibrium, a new status quo.

      So, if you are having a bad day, you don't know where the story ends. You might get in a car wreck in the morning. You might get fired by your boss in the afternoon for being late. Your wife might leave you in the evening for getting fired and wrecking the car. At any point, you might decide to tell a story about 'the car wreck', 'the firing', or 'my wife leaving me', or you might tell a story about 'my horrible day'. Any one of those events might be the climax or final confrontation of this particular story you are choosing to tell.

      You have to decide in advance what events *of the past* are going to be in your story. You have to know the climax of the story in order to build it up properly. This subject is coincidentally the subject of my last journal entry.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    6. Re:Pilot's seat? by Overly+Critical+Guy · · Score: 1

      Uh, it's both. You watch movies and you play video games, don't you?

      --
      "Sufferin' succotash."
    7. Re:Pilot's seat? by Anonymous Coward · · Score: 0

      Fiction isn't interactive. Fiction is one or more untrue statements (or other media).

      The consumption of fiction is the "interactive" part. But interactive isn't the right word either, there's no action in one direction. I don't change a book when I read it, I just change my perception of it. It's just "active".

      This is all semantics, but without properly defined words there's no point in talking.

    8. Re:Pilot's seat? by Lorkki · · Score: 1
      I'm not claiming that games are great works of fiction yet, but they are developing methods where the "author" (designers) produce the story and allow the gamer to discover it.

      You're perhaps thinking of too recent productions. Interactive fiction is a somewhat more specific term than "fiction and interactivity within games". Since the primary media is text, IF games can at best be just as immersive as traditional literary fiction, and the (perceived) interactivity with items in the game universe can also be very extensive.

      Graphics can be a hindrance in the same way, but even in more recent games there have been exceptions; Planescape: Torment immediately comes to mind. The Storytron thing seems to be more like a buzzword vehicle, but if it raises a dialogue about these things, it isn't completely bad.

    9. Re:Pilot's seat? by MrTufty · · Score: 2, Insightful

      I'm with you on this one, interactivity to me suggests a 2-way process.

      Books and films don't change depending on your own actions. Games, it could be argued, do - at least to a certain extent. I think it's perfectly possible to create a game which is only just interactive, in the sense that no matter what you do, the same things happen.

      Which basically means to me that the best way to create a truly interactive game is to have multiple branching storylines and good AI. Not many games have managed that yet... perhaps that's the next step.

    10. Re:Pilot's seat? by Cruise_WD · · Score: 2, Interesting

      "Interactive Fiction" implies that you become, to some degree, the author of the fiction.

      Chris Crawford on his site defines interaction as a conversation - each party in the conversation rotates through three stages: listening to another, processing the information and formulating a reply, and then conveying that reply back.

      Currently, computer games are appalling at listening to the player, and pretty mediocre at forumlating a reply. "Facade" (http://www.interactivestory.net/) is an excellent example of how that is improving, and it's also a subject I'm reasearching and investigating myself.

      The goal of interactive fiction is effectively turn story-writing into a conversation, with the tools providing some of the information (world, background, etc.) and the "player" providing events and emotions. At the end you have a static piece of fiction, a story. It is the process of generating the fiction that becomes interactive. Naturally, however, the "player" experiences the story as it is constructed, so the reading and creating happen similtaneously, which makes it less obvious the end result is still a "static" piece of fiction.

      Our brains do it naturally in many ways. I designed a simple combat system suitable for MUDs and their ilk, using text-based descriptions entirely, rather than numbers, and strategic mechanic that rewarded careful choice. My beta-testers regularly sent me messages with stories of battles they'd had:

      "The beserker lunged at me, and I parried, but the blow left me greatly unbalanced. He attacked again but I rolled out of the way. I risked pausing to catch my breath, and luckily he expected an attack and wasted the chance blocking. I feinted, but he knocked my sword aside so powerfully I staggered back. He took the chance to slash at me but I managed to dodge out of the way. I attacked, and he was so tired by this point he fumbled his parry, and I managed to run him through."

      From a simple web-page based combat game their brains constructed this whole battle. My software provided the setting and antagonist, they provided the character and emotions.

      It's just a case of making sure your game encourages that part of the brain, rather than insisting on talking to the rational, logical, numerical sections.

      --
      [ cruise / casual-tempest.net / xenogamous.com / transference.org / quantam sufficit ]
    11. Re:Pilot's seat? by somersault · · Score: 1

      I like youor thinking, please go and make some games ;) text only games, or games in which the characters just talk through text, or the story is driven through journals etc, have a lot more potential for expansion. Though these days it's not that difficult to just record your own voice acting, and do character animation etc, but it's still much quicker to expand a game via text. I'd rather have a game with lots of potential for expansion, than a well acted and animated one that I can only play once.. for example I have no need to play Half Life or Half Life 2 anytime soon.. and I don't have much desire to play any of the FF series with all their cut scenes etc. Interactive fiction sounds good, though they probably would have to keep the stories small so that newbies aren't lost? Or keep some kind of reference explaining who each character is. Seems like it would end up like a soap opera. *wonders if he should read TFA*

      --
      which is totally what she said
    12. Re:Pilot's seat? by Merovign · · Score: 1


      Yes, it's all semantics. Is interpreting an interactive process? No? Well, do it without the text then.

      Unless your "interaction" requires a person at the other end in realtime, in which case you can't interact with a sandwich, a car, a tree, or water.

      Specificity is as often abused in semantics as ambiguity.

  3. A little confused by Jarjarthejedi · · Score: 1

    I'm a little confused, what exactly is Interactive storytelling? The interview gives very little information, at least skimming it (perhaps it's buries somewhere, but I skimmed and didn't find it) and from what little I've seen it sounds just like an RPG. Am I missing some crucial step or is this guy just building GURPS on a computer?

    --
    There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    1. Re:A little confused by VJ42 · · Score: 0
      --
      If I have nothing to hide, you have no reason to search me
    2. Re:A little confused by Jarjarthejedi · · Score: 1

      So it is basicly just an RPG, you tell the computer what you want to do, computer tells you what happens. In that case it's still gonna suffer from the same problems as any other computer game, which are mentioned in another comment, that it won't allow creativity. It's a nice endevour he's on but you can't possibly think of everything.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    3. Re:A little confused by TwilightSentry · · Score: 1

      The basic idea is that some of the story is told, and you then get a choice as to how the story progresses. You then get the plot from this choice which leads to another choice, etc.

      For example:
      Blah blah blah plot... Oh no! You see a monster! Do you:

      'Run Away' or 'Fight It'

      On a computer, the program will just be a bunch of IFs and GOTOs; in a book, it usually tells you to turn to a certian page depending on your choice.

      --
      How to enable garbage collection on a system without protected memory: #define malloc() ((void *) rand())
    4. Re:A little confused by zlogic · · Score: 0

      My guess is:
      "You see a door with lights on it.
      If you want to open it, turn to page 42.
      If you want to wait, turn to page 13."
      These things can be fun, but I hate it when the book has "branching" resulting in 64 unique stories with 16 different endings. If you want to read everything you'll have to do recursive reading while remembering the "branches" you've already read. Makes you feel like a directory-browsing algorithm :-)

    5. Re:A little confused by Anonymous Coward · · Score: 0

      At least its a little better than those 3D games that give you the illusion of freedom while still being often brain-numbingly linear. (Being able to walk around in a room with one exit doesn't empart player freedom - I'm looking at you, Final Fantasy X.) You can't ever think of every possible action, but when adding flexibility to the game takes a day instead of a month, you can bet that a text-based game is going to win on flexibility over a graphics-oriented one.

    6. Re:A little confused by PsychosisC · · Score: 3, Informative

      It appears that in the article he is using the term "Interactive Storytelling" to mean what is more commonly called "Interactive Fiction".

      Basically.. it's text based adventure games. They stopped being commercially produced about 20 years ago. However, due to the ease of creating them, there are many freeware games out there. If you're really interested in seeing what the big deal is about, I'd suggest giving Zork a spin -- it has aged rather gracefully.

      The article is frustratingly vague, but it basically seems to be about making it easier to produce better interactive fiction. While IF is currently easy to put out, it tends to be pretty bad due to horrid language parsing.

    7. Re:A little confused by Anonymous Coward · · Score: 0

      Interactive Storytelling is completely different. It's the difference between a story based game (say, Half Life 2) that is interactive (ie, walking around and shooting things) and a game whose STORY is interactive. And "full" Interactive Storytelling isn't just a game with some limited branching like some RPGs have, but have vastly more options that don't really fit into a branching representation.

    8. Re:A little confused by Wordplay · · Score: 3, Interesting

      Sort of. I'm sort of distilling this from his whole "comparisons with existing technologies" riff on the Overview, but here goes:

      Interactive Fiction is primarily Fiction--that is, a semi-fixed story. It has multiple detours (and perhaps even multiple endings) based on choices you make, but a start, middle, and finish was envisioned before you got there. The primary craft in Interactive Fiction is to hide that from the player, such that they believe they have a large effect on what's going on. In fact, you've artfully constrained the number of possibilities, via the verb and object list usually, such that they actually have a relatively small effect. With some exceptions, the plot resolution is the primary attraction, providing a carrot to draw you through the interactions. In especially well-crafted ones, the interactions themselves are equally entertaining.

      Interactive Storytelling is primarily Interactive, with a largely un-fixed story. You and the computer interact to make the story together (the Storytelling part). The craft in Interactive Storytelling is in defining and weighting the dramatic elements (Actors, Stages, Inclinations, etc.) such that the stories that emerge will be interesting more often than not. The primary attraction is in the spontaneity of the interaction, as well as exploring the range of stories that can emerge from different interactions. To use a science-fiction reference, it's like a very limited version of a Holodeck vacation.

    9. Re:A little confused by Anonymous Coward · · Score: 0

      Hi! I wrote that article which you're distilling, and your interpretation is pretty accurate. That description at the top of the page might be a little misleading - this is NOT a stab at interactive fiction at all, neither is it an RPG or any other genre of game. This is something genuinely different and not a little revolutionary. We have a lot of documentation available on our site which explains it in detail. BTW, I'm Jonathan Beyrak Lev, so I may be a coward, but I'm not anonymous.

  4. The main problem with any interactive fiction... by Channard · · Score: 3, Interesting

    .. will still be not allowing the player to think out of the box. You're still going to have a finite number of solutions to a problem.

  5. What about interactive polemics? by tidokoro · · Score: 1
    --
    tidokoro
    what turns a man's karma neutral? lust for gold? power? or just a heart born full of neutrality?
  6. hm by brndn · · Score: 1

    if you would like to reply with a common internet phrase turn to page 206 if you think you should close the browser window turn to page 142

    1. Re:hm by PriyanPhoenix · · Score: 1

      If you think this has run its course, turn to error 404.

      --
      "Yes, Virginia, there is a Great Cthulhu..."
  7. isn't this already out by Jessrond · · Score: 1

    It's called The Movies.

    1. Re:isn't this already out by LindseyJ · · Score: 1

      In The Movies you either create your own static machinima movies from Lionhead's stock models and scenes, or you play a movie studio simulator. Either way, that's not what this article is talking about at all.

    2. Re:isn't this already out by Jessrond · · Score: 1

      The idea is similar though, computer actors telling your story.

    3. Re:isn't this already out by LindseyJ · · Score: 1

      The similarity stops there, the key word in my post being 'static', while this story is about Interactive Fiction. If we were just talking about storytelling, why not mention Flash, or even PowerPoint. I could put together some crazy clipart storytelling with that.

  8. Trolls. by bigattichouse · · Score: 1

    If they can get around the old problem Zork had.. ie, if you did anything other than specifically required - it failed. "attack troll with sword" would get you killed - while "swing sword at troll" worked just fine. Still .. I wonder if I still have some of my Infocom toys around (glow in the dark heart from wishbringer, catalog from Enchanter series, Joo Janta Peril sensistive sunglasses.. I think the Infocom packaging was almost as fun as the games.

    --
    meh
    1. Re:Trolls. by SStrungis · · Score: 1

      Lots of different commands would take out the Troll. "attack troll...", "hit troll...", "kill troll..." would all work with either the sword or the knife.

      And yes, the packaging rocked on the original games...Maps, giveaways, beautiful gatefold boxen...Those were the days of great gaming.

    2. Re:Trolls. by Dmala · · Score: 2, Interesting

      You should check out some more modern games. The form has come a long way in the almost 30 years since Zork.

      http://www.brasslantern.org/
      http://www.ifcomp.org

    3. Re:Trolls. by Anonymous Coward · · Score: 0

      The validity of your comment was negated by your use of the word "boxen". Please try again.

  9. stimulus-response too limited. by headkase · · Score: 4, Insightful

    There is still the problem of brittleness which this verb based approach WILL suffer from. Each verb represents a concept and unless you allow concepts to overlap (probably using fuzzy logic) you will end up with situations where the mapping of the user input does not match the preprogrammed verbs properly. Basically he's programming points on a line where the computer knows what to do instead of creating a smooth continuum where the computer can compute the probability of what you meant. Then as the number of verbs grow the complexity of the system increases exponentially so you need some sort of culling algorithm (maybe as simple as a list of synonyms) to reduce the choices to something that more closely fits the preprogrammed responses.
    People smarter than you and I have been working on open-ended AI for a long time and there's still no solution yet so I wouldn't get my hopes up too high for this program.

    --
    Shh.
  10. How is this different? by paintswithcolour · · Score: 4, Insightful
    How is this different from the Interactive Fiction programming languages that are already out there?

    The limitations of these languages have generally always been with the developer not in the chosen language, so I'm a little unclear how this will make inherently more immersive games. I'm not even sure it looks easier to use (this is a little unfair as I'm judging on screenshots), but the language 'Inform' has made leaps forward in this area with a natrual language system. Or designers can use 3rd party GUI tools to assist with construction in many of the IF languages. I'm skeptical of how this will compete with the games developed with other languages and made freely accessiable in the IF archive.

    1. Re:How is this different? by LindseyJ · · Score: 1
      How is this different from the Interactive Fiction programming languages that are already out there?

      This one will have better marketing.
    2. Re:How is this different? by Chris+Crawford · · Score: 2, Informative

      The differences between interactive storytelling and interactive fiction are profound. Here are a few indicators:

      Interactive storytelling is primarily about interactions with other actors, who can make their own decisions.

      The personality modelling in interactive storytelling is much more complicated.

      Decision-making in Storytron is numeric, not boolean.

      The user interface is linguistic (that's not at all the same as textual!!!)

    3. Re:How is this different? by Anonymous Coward · · Score: 0

      Traditional IF is, or contains, writing. The prose output by Anchorhead, Metamorphoses, Trinity or some other decent piece of IF conveys so much more than just the current state of the simulated world - just like the graphics in ICO or Doom 3 aren't purely informational either. IF is not just writing, of course, and IF prose needs to be clear as well as exciting/beautiful/moody/creepy/..., but I'm pretty sure writing (and setting, and story) matter to most IF authors. Storytron doesn't seem at all uninteresting to me, but I can't see how it could satisfy that need. If I were to use it, it probably wouldn't be for the exact same reasons I might use TADS or Inform. It reminds me of improvisational theatre, not books (but that's just a very early impression).

  11. Re:The main problem with any interactive fiction.. by thewiltog · · Score: 1

    So in what type of game is there an infinite number of solutions?

    --
    The price of Wikipedia is eternal vigilance
  12. Seems like most people are missing the point. by Wordplay · · Score: 5, Interesting

    This doesn't compete with Inform, TADS, or any of the narrative languages, at least in a meaningful way. As best I can tell, this approach doesn't even allow for a traditional guided narrative at all.

    You have an initial setup (there's your bit of narrative). You have Stages, Verbs, Actors with Inclinations (personality), and Roles (which are sets of reactions).

    You, the player, and the Actors can all perform Verbs. Performing a Verb on an Actor causes a reaction, defined by a Role assigned to the Actor. Actors semi-autonomously react, within their Roles, by performing Verbs on you and the other Actors. The Verbs they pick are constrained by the Role, and weighted by the Actor's Inclinations. Actors also choose to wander between Stages according to Inclinations, which increases or decreases the possibility that two actors meet. The important bit is that all of this is cyclic. If I do something to Actor A, Actor A may react by doing something to Actor B, who in turn reacts...etc. Or Actor B may just have -witnessed- what I did to Actor A, and then goes off and gossips to Actor C, who...etc.

    So, basically, any story is emergent. You define Actors, Stages, Verbs, Inclinations, and Roles, so as to guide the Storyworld towards a particular type of theme, but from there, you (the architect) don't have very granular control. I suppose you could program an Actor as the MoverAndShaker, whose agenda (through some pretty absolute Inclinations and Roles) is basically to wander through the Storyworld and provoke people in the direction you want.

    In any case, note that this type of storytelling can be very successful. Facade works much this way.

    It's a really interesting setup. In its current form, I'm not sure how successful it be for game-authoring, if only because the game interface seems to be Actors' talking heads plus a diagrammed language. It's pretty obscure for any sort of casual player. But as a core technology and an authoring system, I think there are terrific possibilities for this. I'd be especially interested in a hybrid between this and traditional guided narrative.

    1. Re:Seems like most people are missing the point. by TapestryDude · · Score: 1
      Yes, that's what I got out of this too, that CC is looking for emergent behavior, and expecting the player to "fill in the gaps" between all those Verbs and Reactions and generate a real story in their head.

      However, at some level, I'm pretty dubious. A tool such as Inform 7 (or TADs, or the other heavy hitters) makes it reasonable to build a narrative that feels spontaneous even if it is not. My gut reaction is that Storytron will have a cursory kind of believability, but when you pressure it a little, it that suspension of disbelief will break down.

      By contrast, when I show people what can be done in just a couple of minutes using Inform (and the Inform library, which models the "player world" quite nicely), people immediately think its doing much, much more than it really is, or that I code more than I really do. People want to see storys, which is good for Storyworld, but I think better for Inform.

      --
      Howard M. Lewis Ship -- Independent J2EE / Open-Source Java Consultant -- Creator, Apache Tapestry and HiveMind
    2. Re:Seems like most people are missing the point. by Wordplay · · Score: 1

      Yeah. By the same token, trying to program an independent actor in Inform can be a challenge. I think Crawford has a good model for independence with Storytron, which means you can do one hell of an interaction simulator with it. It's just that a story includes a plot, plus actors, and I'm not really seeing how one could define a plot.

      Seems like if you could define a timeline for outside events--that is, ones that don't directly result from an Actor's Verb--and then possibly have Verbs (yours and Actors') add or remove things on that timeline, that would be a big step forward. Then events can happen, independent of any one Actor, and everyone (you included) can be affected by them. The timeline becomes the plot.

      To be fair, I've only given it the most cursory of looks so far. It's possible you can do some of this stuff. But if so, they're not talking about it in the high-level documentaiton.

    3. Re:Seems like most people are missing the point. by Anonymous Coward · · Score: 3, Interesting

      Is it possible to have an Actor react based on what another Actor doesn't do, not only to what they do? For example, if one actor doesn't show up at work, or doesn't greet the boss, he might get fired.

      And what about acting based on who other Actors are, not just on an Actor's own Inclinations? For example, if Actor A had assaulted Actor B earlier in the game, the developer might want Actor B to avoid Actor A in the future, even though Actor B has no Inclination to avoid other Actors in general.

      And what about reacting based on a combination of what Verb was performed on the Actor, along with who performed the Verb? For example, if a composer hears applause when his symphony is performed, he might be satisfied. But if it's being applauded by the King, he might be ecstatic.

    4. Re:Seems like most people are missing the point. by grumbel · · Score: 2, Insightful

      How would that be different from The Sims? From the screenshots it looks like each actor has a ton of varibles that might get influenced when different actors interact and then cause them to do things. This sounds pretty much exactly like The Sims. Maybe it allows different kinds of scenarios or such, not just the puppet house that the Sims provide, but I don't see a fundamentel difference that would turn his stuff magically into 'storytelling' while not The Sims. Sounds kind of like a Sims Construction Kit, but I fail to see how the actors and storys will get any more interesting then in any other sandbox games.

      Speaking of Facade, while interesting, its pretty much normal interactive fiction, type in a few words and get a reaction when you hit the right verb. All the reactions are completly pre-scripted and the freedom you have in Facade is still pretty much non-existant, except the normal branching points that you get in most other games as well. The interesting thing in Facade is that the gameworld doesn't wait for the player to interact like in a normal point&click adventure, instead it always progresses, but thats not really something new in terms of storytelling, its more an issue of presentation, The Last Express, Half Life 2 or Fahrenheit do pretty much the same thing.

    5. Re:Seems like most people are missing the point. by Wordplay · · Score: 1

      In Storytron, the stimulus responses can be scripted, and roles can be created such that different Actors respond quite differently. The Sims comparison is valid--I think both have cascading reactions, and go for the some sort of emergence--but this probably involves a somewhat tighter level of control with more possibilities for reactions.

      It's been a year or so since I've played Facade, but I thought they had cascading reactions there too...you say something to the husband, he says something back, the wife comments on it, etc. Am I misremembering?

    6. Re:Seems like most people are missing the point. by davidsyes · · Score: 1

      Shhhhh!

      But, isn't this similar to the model used by the cosmic aliens who pissed human DNA down to Earth? I think the jury is still out on whether the humans will respect their planet, care for their neighbors, overcome the randomly-injected, hardcoded urge to kill, wage ware, rape, dominate, corrupt, over-tax, over-fee, and otherwise overlook the plight of many of the subjects of the experiment...

      --
      Previously: "Linux... Toward the Sunrise..." Now: "Linux... Toward the-- No, now, part of Every Sunrise"
    7. Re:Seems like most people are missing the point. by ggy · · Score: 1
      Seems like if you could define a timeline for outside events--that is, ones that don't directly result from an Actor's Verb--and then possibly have Verbs (yours and Actors') add or remove things on that timeline, that would be a big step forward. Then events can happen, independent of any one Actor, and everyone (you included) can be affected by them. The timeline becomes the plot.
      I think I have the same impression from Plotpoints and the Action cycle.
      But still, I think it'll require quite a bit of 'out-of-the-box' thinking to actually implement a strong story with this... But as you said, this will be really interesting for independent actors.
    8. Re:Seems like most people are missing the point. by Wordplay · · Score: 1

      Aha. Thanks for pointing that out--I hadn't gotten that far in the documentation (obviously). Sounds like they're already addressing this to whatever extent.

      I'm actually looking forward to trying something simple out in this. As I said previously, I think the overall experience is going to be a little strange for the casual game player, but I can see getting a lot of "ooh, neat" out of the emergent behavior.

    9. Re:Seems like most people are missing the point. by Chris+Crawford · · Score: 1

      All the things you describe can be done in Storytron, although some are easier than others:

      1. Reacting to inaction: This can be a little clumsy to implement. It depends upon whether it was part of a deal, or just a basic expectation. The trick is to create an "expectation verb" for the the boss that executes at, say, 9:15 AM and asks the boss to check whether the employee has arrived, and, if not, to take appropriate action. Actually, there are several ways to do it, and the biggest problem would be deciding which method is best.

      2. Sure, Actors already respond individually to other Actors. They have a full set of emotional attitudes towards other Actors (they're called P2 values). We even have "UP2" values: the uncertainty of that feeling. For example, Marcy saw Fred kicking a kitten, so Marcy has a very low value of P2Nasty_Nice for Fred -- and her UP2Nasty_Nice value is also low, because she's SURE of it. However, if Marcy is gossiping with Jane about Fred, and Marcy says that Fred is a low-life creep (low P2Nasty_Nice), and Jane knows nothing else about Fred, then she'll adopt Marcy's opinion of Fred -- but she'll have a higher value of UP2Nasty_Nice based on how much she trusts Marcy (that's P2Faithless_Honest).

      3. Reactions based on Actors: sure, this is easy to do. You can do it implicitly in the emotional reaction Scripts by factoring in one of the ReactingActor's P2 values for the Subject. Or you can do it explicitly in the Role definition. There are probably several other ways to do it as well, depending upon exactly what effect you want, but these are easy and obvious.

  13. Somewhat irritating by Anonymous Coward · · Score: 3, Informative

    Front-page news: yet another pretentious, masturbatory work-product from Chris Crawford, founder and charter member of the "Yeah, but what have you done since 1989?" school of game design.

    Buried in Games section: news of the 2006 Interactive Fiction Competition, where real games are available for downloading, playing, and scoring, with a $400 first prize at stake.

    Assuming the 2006 Competition follows the usual pattern, many of these IF games will suck. Some will be OK. One or two will be extremely well-done. And one or two may, in the Infocom tradition, be the kind you remember for the rest of your life. What they will all have in common is that they're actual games, not just Crawfordian theoretical sequels to earlier theories.

    1. Re:Somewhat irritating by masterzora · · Score: 1

      Thank you! Had this been the first time I had heard about him and I did the proper Wikipedia research and whatnot, I would have thought he might have something. However, having meeting him being the first time I had heard of him, I know the truth: He is a total hack. He was good in his day, but he should just retire.

      --
      Remember, open source is free as in speech, not free as in bear.
    2. Re:Somewhat irritating by __aaclcg7560 · · Score: 1

      Front-page news: yet another pretentious, masturbatory work-product from Chris Crawford, founder and charter member of the "Yeah, but what have you done since 1989?" school of game design.

      I had the same thought while reading the article on the train this morning.

  14. Look behind you! by XanC · · Score: 1
    ...they would pretty much all look at you like you had three heads.

    Look behind you! A three-headed monkey!

    1. Re:Look behind you! by Merovign · · Score: 1

      You don't think we're going to fall for THAT old trick, do you?

  15. Re:The main problem with any interactive fiction.. by Anonymous Coward · · Score: 0

    D&D

  16. "A New Stab" by Anonymous Coward · · Score: 0

    Leave your Hans Reiser jokes at the door, please.

  17. Interaction is the Enemy of Narrative by dforsey · · Score: 5, Insightful

    The basic problem with interactive fiction is the interactive part... :-)

    A player is extremely unlikely to make the choices and take the actions that lead to a compelling story.

    They won't make the mistakes that lead to King Lear or Hamlet to their tragic ends.

    They won't make the choices that take Luke Skywalker to defeating the death star (not if they have real choices that affect the storyline)

    A good story takes the reader through a series of psychological stages resulting from the characters making choices a player is unlikely to make. (they just look up the "right" answer on the net...)

    I would be more convinced if Crawford had a single example: mockup, text, an animated video - anything - that demonstrated how a working game would play in a (even a 15-minute) gaming session.

    I don't even want a working system at this point - show me a walkthrough so we can get an idea of what game play would be. (it would be nice it that doesn't require the strong AI problem to be solved first as well:-)

    1. Re:Interaction is the Enemy of Narrative by Chris+Crawford · · Score: 1

      Interactivity is the enemy of plot, not narrative. Don't think in terms of a book -- that's a story. Think in terms of Grandpa telling little Annie a bedtime story. If Annie interrupts Grandpa in mid-story and wants the story to go in another direction, you think Grandpa's going to say "Shut up, you brat! You're messing up my carefully prepared plot!!!"

    2. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1

      If this is your example, you are going to have to solve the strong AI problem to get this to work... :-)

      Please point me to something on your website that shows how a game would play out.
      If there isn't anything, you'd gain a lot of ground both with critics and with supporters if we had a more conrete idea of what your vision is rather than handwaving. I'd like to see stages - this is what the first implementation will be capable of, and what a more complete system will do. And giving an example of grandpa telling a story is still just handwaving.

      If you don't have the bandwidth or money to put together an animation or machima, then do a script of more than a few moments of interaction. I want to be able to look at it and go "yeah, I want to try this" or "it's just talking heads" or whatever.

      And interaction is an enemy of narrative... just how good will the story be if the kid interrupts grandpa every other sentence... :-) and this is likely to be the situation your system will find itself.

      BTW Thanks for participating in the disussion - much appreciated

    3. Re:Interaction is the Enemy of Narrative by Chris+Crawford · · Score: 3, Insightful
      OK, here's a mockup screenshot of one turn in a game:

      http://www.storytron.com/overview/ov_storytron.htm l

      and here's a more detailed explanation of verb-based interaction:

      http://www.storytron.com/overview/storyworld/verb_ based_dramatic_interaction.html

      here's a very thorough discussion of the nature of the interface:

      http://storytron.com/smf/index.php?topic=21.0

      We don't have to solve any AI problem because this is not an AI problem; it's an artistic problem and is solved by each storybuilder as per their own artistic sensibilities as expressed in their scripts and verbs.
    4. Re:Interaction is the Enemy of Narrative by Gulthek · · Score: 2, Informative

      Play Photopia for a good example of how fiction "on rails" can be extremely compelling.

    5. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1


      Thanks, I hadn't seen the screen mockup before, but now that I have it looks like a simple job to mockup a complete game segment to show folks exactly why this will be compelling and why choosing your response on the right side isn't just like turning to page 42.

    6. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1



      I am arguing that it may have to be on rails to be a compelling story/narrative.

    7. Re:Interaction is the Enemy of Narrative by Anonymous Coward · · Score: 0

      THANK you! "Photopia" is exactly what opened my eyes to what IF can be. I cringe whenever I see the word "game" in this discussion. We're not talking about "Zork" here. Nothing against Zork, but Zork is to Interactive Fiction what Gauntlet is to MMPORPGs.

    8. Re:Interaction is the Enemy of Narrative by Gulthek · · Score: 1

      Then play Galatea for an example of how compelling completely interactive fiction can be. In Galatea you can discover the true nature of Galatea's animation, fall in love with her, even talk her into suicide, or just ignore the game and leave it. There are literally dozens of endings and story branches, who's to say which is the "real" one?

    9. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1


      I'll give it a try, but the starting page talks about reaching an end in a few minute - please tell me that's not so.
      Branching systems suffer from combinatorial explosions and a few minutes is practical but sustained games are difficult without choke points.

      I've been playing IF since the original adventure on a pdp-11/25 in 1978? and no longer get kicks from simple complexity :-) (i.e. just from the fact that there is branching). Will give it a shot after work today.

    10. Re:Interaction is the Enemy of Narrative by zettabyte · · Score: 1
      They won't make the choices that take Luke Skywalker to defeating the death star...

      Well, of course not! Most would have blown off buying the droids and gone to town to get those power converters.

      And probably picked up the latest copy of "Jabba's Girls Gone Wild" and had a good wank that night.

    11. Re:Interaction is the Enemy of Narrative by Shadowlore · · Score: 1

      A player is extremely unlikely to make the choices and take the actions that lead to a compelling story.

      They won't make the mistakes that lead to King Lear or Hamlet to their tragic ends.


      You've not watched the news, have you?


      They won't make the choices that take Luke Skywalker to defeating the death star (not if they have real choices that affect the storyline)


      Yes they will. Remember they have no real risk to themselves. Thus they are more likely to do things they would not do "in the real world" . This is a crucial difference. If we were talking about the average joe rising to the occasion I'd have to agree. In general this will not happen. But take away all the risks and people will do many things. Consider the study that showed that people would subject others to increasingly painful electric shocks when doing so under the auspices of research. Consider how many people are "keyboard cowboys" when in the real world may be quiet and avoid confrontation. Consider the number of slashdotters who encounter what they believe to be a woman and actually try to converse with her; when in actual physical proximity lock up tighter than a Windows ME install. Take the "risk" away and people will do much more.

      Add to this the likely fact that players of such games are a self-sleected group that are much more likely to make those choices in agame, and I'd say you are incorrect on this one. I've done "Pencil and paper" RPG for about 30 years. People will make both the tragic and the heroic decisions. In many cases they won't knowingly make some of them but will make the "correct" decisions to get there anyway. Indeed I and many others have taken RPG adventures and turned them directly into readable stories, and they work as such very very well.

      The caveat is that the "writer" of storyliner needs to be good. As with any other game: garbage in garbage out holds sway.

      --
      My Suburban burns less gasoline than your Prius.
    12. Re:Interaction is the Enemy of Narrative by Gulthek · · Score: 1

      Unfortunately it is so. Complexity does not breed game length. But it's fascinating while it lasts.

    13. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1

      We seem to have a firm grasp on different ends of the statistical stick.

      I don't want a game that takes a million people playing it to have a small percentage (ie. those people who end up on the news) with an interesting experience. (On broadway and in bookstores, that's called a failure)

      It's not about risk taking. Wandering through a storyscape hoping to stumble upon a good storyline is as bad as playing "find the right verb" in IF with a poor parser. The "compelling" next choice (in terms of a story) may not be the risky one. The nature of the choice and the result has little if anything to do with people being free from their normal behaviours.

      It is not the likelyhood of them choosing the apparent tragic, or heroic, cruel or foolhardy path because any particular choice may be exactly wrong or right (in terms of a compelling story) at that point in the narrative.

      As for playing RPG for 30 years, I started in high school in 74 - it is that experience that makes me dubious about how interactive storytelling will work. Real-life RPGs have a DM - an active intelligent agent that adapts, modifies and, in the best of times creates a marvelous experience (the bad ones are just Monty Hauls...). The DM ensures that the choices ultimately are "correct" for the experience he/she wants to create.

      Are you trying to tell me that Chris' system is going to solve the strong AI problem to provide the computational equivalent of a DM? He has categorically stated he isn't.

      If you're trying to tell me the stories that come out of real-life RPGs can be great - I agree absolutely!

    14. Re:Interaction is the Enemy of Narrative by dforsey · · Score: 1


      Well congrats in taking it that far. I tried similar things and gave up, daunted by geometric expansion of the amount of text needed, the impossibility of inter-connecting the effects of the choices, and the difficulty in making even a small percentage of the paths interesting.

    15. Re:Interaction is the Enemy of Narrative by Gulthek · · Score: 1

      Well using this you can at least explore endings that you find interesting:

      http://www.mindspring.com/~emshort/cheats.htm

    16. Re:Interaction is the Enemy of Narrative by Gulthek · · Score: 1

      Well using this you can at least explore endings that you find interesting:

      http://www.mindspring.com/~emshort/cheats.htm [mindspring.com]

      Another good game to try is Blue Chairs. Less flexible, but it has enough to make the interactivity really feel interactive. Unlike Galatea this is a "real" game with moderate game length (it took me a couple nights of playing) and real endings. I still don't know which I prefer.

      Going graphical a really decent exploration of game interactivity is Indigo Prophecy (PC and XBox).

  18. Re:The main problem with any interactive fiction.. by Wrataxas · · Score: 2, Interesting

    If the box is big enough, then you don't need to think outside it to have truly interesting experiences. Chris is building a bigger box...

  19. Slashdot comments so far... by Anonymous Coward · · Score: 0

    "You are in a maze of twisty little complications, all alike."

  20. Games Masters by munrock · · Score: 2, Interesting

    Isn't an interactive story basically a 1 player RPG? I mean interactive fiction is basically an RPG but with more depth to the written narrative. Isn't it?

    And the thing that keeps tabletop RPGs alive is the games master. or DM or whatever the particular set of rules call him or her. That's your storytron right there: a human mind that can generate new narrative on the fly in response to the 'reader's initiative.

    Unless storytron is an AI that can take the best from human GMs, human authors and Game Engines, then it's nothing to write home about. Otherwise, the key to interactive fiction lies in using the existing techniques available ('foldback') in the best way. The same way a good game designer will make the player feel that he's using his initiative when really he's being subtly guided, or in giving the player short bursts of freedom while the overarching story is on rails.

    1. Re:Games Masters by Chris+Crawford · · Score: 1

      RPGs are fundamentally about solving physical problems -- that is to say, obtaining something, killing something, moving something -- there's always a THING in the center of the action. Interactive storytelling is primarily about people -- about interacting with characters. Yes, there are things in Storytron (we call them Props), but they're not that important. The central issue in interactive storytelling is what you do with and to other people. And that "do" part means VERBS -- lots of verbs allowing to interact with actors in lots of different ways.

    2. Re:Games Masters by masterzora · · Score: 1

      I'm sorry, but this post shows that you either haven't played very many (tabletop) RPGs or your GM had a physical style. A really good GM will often have a lot of 'people' things. In fact, some of the best campaigns I can think of involve a lot of character interaction, like mediating between two kings or things like that. RPGs are about making a story the way that the players and the GM want it to be. If that involves a lot of physical things, that's what they want. If that's not what they want, it won't. Simple as that.

      --
      Remember, open source is free as in speech, not free as in bear.
    3. Re:Games Masters by Chris+Crawford · · Score: 1

      It's true that human-moderated RPGs are able to get some real dramatic interaction in them. But that's because they're human-moderated. As soon as we move to the computer, we lose all that.

    4. Re:Games Masters by masterzora · · Score: 1

      Only by design, however. The only limitations that exist to bringing this sort of thing to computer RPGs are present in your model, too.

      --
      Remember, open source is free as in speech, not free as in bear.
    5. Re:Games Masters by Chris+Crawford · · Score: 1

      Your statement is predicated upon the assumption that you grasp the model. I have written many times that we believe it takes about three months of full-time effort for somebody to really understand the technology. You've had less than 24 hours. Perhaps you are making a hasty judgement?

    6. Re:Games Masters by masterzora · · Score: 1

      I assure you that, unless there has been a large change in design from when you described it to me a year ago, I have had plenty of time to consider it.

      --
      Remember, open source is free as in speech, not free as in bear.
    7. Re:Games Masters by Chris+Crawford · · Score: 1

      Time, yes; but whether you grasp the system remains uncertain, and your strong animus towards me suggests that you are not making an objective assessment. But why speculate? The demo will be coming out in a few months, and within a few years you'll be able to read all about it and proudly tell your friends, "Back when nobody else knew about Storytron, I recognized just how important it would be." Won't they be impressed with you!

  21. Some overall comments by Chris+Crawford · · Score: 5, Informative
    I'm quite surprised at the amount of activity in response to this article; somebody just advised me of it and it appears to be rather busy. Here are some generic responses:

    1. First, there are always skeptics and naysayers who have disparaging things to say about the Storytron technology. Some of this is due to the fact that my often harsh criticisms of the games biz have antagonized many people. That's OK -- but I just want to advise other readers that some portion of the negative comments are a response to my comments about the games industry, not a response to the Storytron technology itself.

    2. Second, I remind everybody that Storytron technology is exceedingly complex, largely because narrative is exceedingly complex. I have spent years trying to trim it down to the absolute minimum required to do the job, but that absolute minimum is still overwhelming to beginners.

    3. I'm always surprised by the comments along the lines of "How does this differ from Technology X?" All I can say in answer to such questions is "read the documentation". Storytron technology is so utterly different from role-playing, MUDs, interactive fiction, and other technologies that it's difficult to know how to begin to answer such a question. It's rather like somebody asking you the difference between a spreadsheet and a word processor. Well, yes, they do both allow you to set fonts. They both allow you to create tables. They both allow you to print out documents. But they are so completely different in form and purpose that it's a waste of time trying to come up with a list of differences. The easiest way to differentiate Storytron from the other stuff is to cite its purpose: to provide genuine, honest-to-gum interactive storytelling. (See next point)

    4. A common question (already offered here) is, "What is interactive storytelling, anyway?" If you attempt to answer this question by comparing it to other forms, you get confusion. Interactive storytelling cannot be described as "just like a game, only..." or "kinda like interactive fiction, except..." This approach always yields even more confusion. I haven't spent 14 years re-inventing the wheel -- this thing really is profoundly different from other stuff out there. The closest to it is Facade -- and Andrew Stern and Michael Mateas will be quick to point out the many, many differences between Storytron and Facade.

    It's not a story, it's storytelling, and the difference between the two is profound -- and confusing. A story is noun or data; storytelling is verb or process. That's why there's not a plot in it; only stories can have plots. Storytelling does not intrinsically include plot. Think of it this way: the difference between story and storytelling is analogous to the difference between a cake and cooking. A cake can have texture, but cooking doesn't have texture. Texture is a consequence of cooking, but not a component of cooking. In the same way, plot is a consequence of storytelling, but not a component of storytelling.

    So what is it? As we have built it, interactive storytelling puts the player in the role of protagonist in a dramatically rich environment, and then permits the player to interact with other actors in a dramatically rich fashion. The size of the verb vocabulary is what makes it so different; Storytron can provide thousands of verbs. No more just picking things up, using them, destroying them, and so forth. Most of the verbs provide interaction with PEOPLE, not THINGS. We already have about 80 verbs (few of which are fleshed out, though) and intend to have hundreds by the time we release the technology.

    Anyway, if you want to learn more, go to the website.

    1. Re:Some overall comments by Anonymous Coward · · Score: 0


      We've gone to the website and there's nothing there but vague promises and even vaguer descriptions that make folk familiar with AI go "haven't we made all these mistakes before?"

      Point us to your example of your vision of what a 20 minute gaming looks, feels and plays like.

      Don't say it's like Facade or like anything else.

      Where's your gold standard to compare with? How do you know when you've succeeded?

    2. Re:Some overall comments by Chris+Crawford · · Score: 1

      Have you actually read the stuff on the website? There's a mountain of material there: the overview, the tutorials, the reference documentation and, above all, the BBS, where we have had extensive discussions on these subjects for months. I know you don't want to wade through all that stuff, but it's where the answers are. I agree, it's not as good as actually playing the thing; for that, we need to get our demo running, and I just yesterday got the demo operational (but really lousy right now). Over the next few days we'll be fleshing out the demo so that when I leave for Europe next week I'll have something nicer to show off there. Unfortunately, the demo won't be made available for download for some months yet (why? three little letters: RMI).

      My gold standard comes when the player feels as if he's interacting with an interesting character in a dramatically interesting way. And I'm pretty confident we'll get that.

    3. Re:Some overall comments by Anonymous Coward · · Score: 0


      Great! If there's all this material you can give us an URL that points us to the gold stand example that's more than 30-seconds of interaction.

      I don't want a playable demo.

    4. Re:Some overall comments by Anonymous Coward · · Score: 0

      I read over the website and started some of the tutorials and I have to say the biggest thing that isn't really clear is, what is it? I'm a professional writer and find the idea of random story development intriguing. I for the life of me can't see the point of Storytron. I'm not trying to be obnoxious I just literally can't figure out what it's even supposed to accomplish. The descriptions are really vague as others have pointed out. If there's anyway to post a demo story that was created maybe it'd answer a lot of questions. I was ready to download it but then I realized I didn't even know what I was downloading so I didn't want to waste my time. The structure of it seems very limited and unless I'm missing a point to make it even somewhat interesting it would require a massive set of varibles. Are we talking AI without the benefit of Artificial Intellegence? That's what it seems to me just looking at what is laid out.

    5. Re:Some overall comments by Chris+Crawford · · Score: 1

      Yep, this is hard for some people to grasp. Until there is a demo available to the public, a certain number of people will react as you have: "I just don't get it." There are other people who do get it. It's really difficult to grasp something that is so utterly different from anything that has come before. If you were to follow some of the discussions on the BBS, you'd see that there are people who really do understand it. We have written vast amounts of material trying to explain it to people, and some people just can't seem to understand. I suggest that you withold judgment and wait for a downloadable demo, which will probably become available early next year.

    6. Re:Some overall comments by Anonymous Coward · · Score: 0

      This is tantamount to saying people are too stupid to grasp your amazing work.

      In my experience as a professor if you can't explain a concept or principle in a straightforward manner you don't really understand that concept or principle.

      Vast amounts of crap is still crap. And I don't think you know what you are doing.

    7. Re:Some overall comments by Chris+Crawford · · Score: 1

      No, I am clear that there are some people who understand the technology quite easily. It's just a matter of orientation. I don't expect everybody to get it instantly.

      You're right when you note that the inability to explain a concept or principle bespeaks a failure to understand that concept or principle. However, this Storytron stuff is not a concept or principle -- it's a technology. There are actually a lot of concepts and principles that underlie the technology, and I do explain those concepts and principles at some length in various places, such as my book on interactive storytelling.

    8. Re:Some overall comments by Anonymous Coward · · Score: 0

      Chris, you're wrong. I've heard you lecture. At first I wanted to believe, but I can't.

      Storytelling is reductionist. You start with many events and you trim them down to a relevant, moving narrative. An approach which does otherwise isn't storytelling, it's simulation. There is authorship involved, but it's indirect; you set up the actors and hope things work out well, but as Facade demonstrates, the illusion is easily broken when it goes beyond the bounds of author expectation. Simulations encompass problems we have not yet resolved - we're basically only satisfactory at most simulations of physical objects, and we can't do simulated musicians or artists or Go players so well yet, so simulated, dramatic, emotionally conflicted story-people seem only to be another technical boondoggle cut from the cloth of AI research - especially given what you've shown of how much effort it takes to make this system work. Authors can't work with technical boondoggles!!

      The tools that authors want are not the most "correct" or "potential-holding" ones, but rather the ones that pack the most expressive power within the least effort. Think of guitar power chords - pencil sketches - and the written word, as used in pulps and tabloids. The "cheap" stuff. Can Storytron do cheap stuff? It had better. If it doesn't....few people will use it. No authors, no large body of content, no public interest, no money for you. Someday, the envisioned dream will probably come true. But it will be taken in baby steps.

    9. Re:Some overall comments by Chris+Crawford · · Score: 1

      There is substance to your criticism but there is also a great deal of vagueness. I can't prove that this system will work, and you are not attempting to prove that it won't work -- you're expressing a gut feeling that it won't work. That's fine -- but your misgivings would have greater weight with me if you were well-versed in the technology. There are scores of naysayers who can't be bothered to study the technology -- they have already made up their minds and nothing will convince them. There are a goodly number of people who have made a preliminary examination of the technology; most of these seem more confused than pessimistic. There are a handful of people who have really dived into the technology and every one of these people is excited about the possibilities of the technology. They are full of ideas about how to improve the technology, yes, but they believe in it. Not one person who has expressed fundamental doubts about the technology has done so in a manner connoting deep familiarity with it. That gives me a lot of confidence. But I will not ask you to make any leap of faith. All I ask is fairness. Wait for the demo. Wait for other people to do the hard work of learning the technology, and see how they react to it. You can always jump on the bandwagon later.

  22. Crawford by Threni · · Score: 1

    He's been going on and on about how `things better change` in game design for years now, without actually coming up with anything new. If it's linear, then once it's done it's done - no suprises. If it's not, then it'll probably end up being aimless and unexciting. Got any solutions yet, Chris?

  23. Interaction Simulator by Wordplay · · Score: 1

    I wonder if you could use this technology to simulate and predict the responses of small groups in real-life.

    Imagine an office-politics simulator. You create Actors for the influential people on your, above your, and immediately adjacent to your team. You probably have some observations about those persons' reactions to different situations and ideas, as well as existing personal dynamics, so translate those into Inclinations and Roles.

    Obviously, you wouldn't be able to pitch a completely fleshed out idea or situation against it, but you could probably generalize. For example, for ideas and proposals, an idea could have properties as to whether it's highly technical or not, fully developed or still under review, who thought of it, who participated, stuff like that. Then you toss the idea into the group of Actors, let them Role it out, and see what the end responses are.

    Being able to observe that sort of thing in play-by-play, over a series of tests, might actually reveal some interesting things and demystify the whole group influence/leadership process to an extent.

    1. Re:Interaction Simulator by Chris+Crawford · · Score: 1

      It is for precisely this reason that we have been invited to speak at a major conference on corporate training. Yes, it can be done.

  24. Did anyone else by Anonymous Coward · · Score: 0

    I read the title as:

    A New Stab at Interactive Filesystems

    Reiser's at it again!

  25. The unfinished sim-phoney by Anonymous Coward · · Score: 1, Interesting

    At the core this strikes me as a great idea: create actors and let them wander around interacting with the player and each other. Like a verbal "The Sims." There is a lot of potential here. How do you as the player know what the others are doing when you aren't watching? Can you have a character that sings to himself when alone but when anyone shows up he's quiet?

    What bothered me is that it isn't done and they want people to "try it out." Not even the tutorials were finished, and even if they were, there isn't anything to play the game on. Crawford said "look at the board" but there aren't that many comments, spread out every few weeks or so.

    It reminds me of another great Dr. Dobbs interactive fiction letdown I had. An article written by David Betz about his new "Drool" adventure writing language that looked fantastic. Oh, it wasn't done yet, but he's working on it. That was back in '93...

    1. Re:The unfinished sim-phoney by Chris+Crawford · · Score: 1

      To answer your question, "How do you as the player know what the others are doing when you aren't watching?":

      They tell you. There's a whole (and quite complex) system for how people know about events and decide whether and how to tell others about events. (There's even a means to record how strongly they believe in the truth of a reported event.) I disabled the system a few months ago because I want to get this thing out quickly and there's a tricky problem in the presentation of the events, but the basic technology is in place. After all, being able to talk about events is crucial to drama. And then there are lies and secrets, another crucial part of drama that is also part of the technology.

      Yes, we are showing the stuff to the world before it's done. But we've been absolutely clear with everybody that it isn't finished. This gives people a chance to comment on the technology while it's still in flux. If you don't want to be involved at that level, fine -- don't. But there are a lot of people who really appreciate being able to affect the technology while it's still in flux.

      In reference to the BBS, you write that "there aren't that many comments, spread out every few weeks or so." This is incorrect. If you examine the little box in the upper right corner of the window, you'll see that it reports 2270 Posts in 167 Topics by 178 Members -- and we started the BBS in May. Activity has been steadily increasing with time.

  26. Holy Bull. by Doctor+O · · Score: 1
    Okay, candy is a tiny subset of food. And cartoons are a tiny subset of video, and comic books are a tiny subset of literature, and computer games are a tiny subset of-- what? That thing doesn't exist yet, but when it does, it's got to be, by analogy, much bigger than computer games.

    Computer games are a tiny subset of computer applications. What was his point again?

    He's into something, though, with his ideas in general. I play games for about 30 years now and am still looking for that kind of game he's talking about.

    The point he'll fail at is that there is no practical balance between the capabilities of his architecture and the usability for non-programmers. You can make something like this powerful or easy to use. But I'll sure as hell take a closer look at his stuff. Getting involved might prove interesting, even if it doesn't pan out in the end.
    --
    Who is General Failure and why is he reading my hard disk?
    1. Re:Holy Bull. by Chris+Crawford · · Score: 1

      No, computer games are a tiny subset of computer entertainment software. Or, they should be. That's the whole point of that extended analogy. And the fact is that right now, computer games are just about 100% of all computer entertainment software -- which means that there's something really huge that is just waiting to happen: computer entertainment software for "The Rest of Us".

    2. Re:Holy Bull. by Doctor+O · · Score: 1

      Chris, your reply is well appreciated. Sorry I'm that late.

      I meant 'computer applications' as in 'uses for computers', not as in 'programs'. Computer entertainment software is a tiny subset of what you can do with computers and I think you assign too much meaning to computer-based entertainment. Seeing your CV, I can let you get away with it. ;)

      I disagree that games are 100% of computer entertainment. If I let my iTunes run with a nice visual plug-in in the background when some friends visit, it definitely is computer entertainment even though it's not a game. I could think of many others.

      Disagreeing with you on this doesn't mean that you don't have a point, however. I find the idea of a simulator like the one you're building very interesting indeed, and having been a role-player, your stance on storytelling really appeals to me. I don't think however, that there are many people who are interesting in modeling such worlds, storylines or whatever you tell them.

      You see, I've been playing the legendary 'Elite' for years, and combined with your ideas it would have been a real killer. With the advent of online playing, I am just not sure that your ideas can gain much momentum in gaming - real persons are always more interesting than anything generated by an AI, no matter how sophisticated it is. Plus, they act surprisingly, have hidden agendas, and can be met IRL. If I could choose between Elite Online and Elite Storytron Edition, my choice would be clear.

      Maybe I just misunderstand your intention. Maybe you just want to help people to build interesting, dynamic game worlds without learning anything about programming. Then again, I'm not sure if this wouldn't be a bit of a waste of a great technological idea.

      A friend of mine will kill me if I end this comment without asking you this: What do you think of developments like the Wii, which tries to add depth to gaming by inventing new ways of interacting with games? Do you think this is a good idea or do you think that a change in gaming can't be established by changing the input methods alone?

      --
      Who is General Failure and why is he reading my hard disk?
    3. Re:Holy Bull. by Chris+Crawford · · Score: 1

      Good points. Yes, iTunes is computer entertainment, and for that matter, so are things like GarageBand and most uses of digital photography. I'd bet that there's a lot of time spent on hobbyist activity as computer entertainment. So yes, I have to concede that point. I think you misunderstand what Storytron is all about, but I don't feel any need to cram my opinions down your throat; we can both afford to wait. Within a year, Storytron will have made its public debut and we'll see just how well it works. If, a year's time from now, Storytron is an abject failure, you're welcome to send me a "nyaah! nyaah! nyaah!" email. Chris

  27. Everybody hates Chris by oZZoZZ · · Score: 2, Insightful

    He rambles on about how modern games are just copies of old games, and that everything being done in game design today is irrelevant. No one in the game industry respects him anymore. He's alienated himself from the entire industry by going a different direction and insulting those not on his path. I have no problem with him persuing interactive storytelling, but I have a big problem with him calling all games that aren't interactive stories worthless, or "irrelevant." He did a great thing by creating the GDC, but got kicked out when he started to redefine games as limited to "interactive stories."

    1. Re:Everybody hates Chris by Chris+Crawford · · Score: 2, Insightful

      "Everybody" hates me? Does Ezra Whorton hate me? Sandy Piscator? Johnny Fisher? What kind of scientific study did you do to arrive at this conclusion? ;-)

      I'd suggest that your statement would be more accurate if you rephrased it to "Everybody I know hates Chris." And then of course it would be reasonable to ask how many people you know.

      There certainly are some people who hold my work in high esteem -- I keep getting paid to speak at all manner of conferences. However, I agree that my caustic remarks about the games biz have alienated a great many of the younger members of the games industry. The older guys are generally more sympathetic to my points, because they've been around the block a few times and recognize that, while my phrasing might be undiplomatic, my basic points are often sound.

      And even more interesting is the fact that some people hate me because they don't like my ideas. What does that suggest?

    2. Re:Everybody hates Chris by Anonymous Coward · · Score: 0

      I keep getting paid to speak at all manner of conferences.

      Yeah, you and your contemporary, Ivan Boesky.

    3. Re:Everybody hates Chris by oZZoZZ · · Score: 1

      It's not an issue of people liking your ideas or not, it's an issue of you insulting other people's work to boost your own ideas that people don't like.

    4. Re:Everybody hates Chris by oZZoZZ · · Score: 1

      Also, I clearly don't mean "everybody" in the literal sense. It was a play on Chris Rock's tv show.

    5. Re:Everybody hates Chris by Ezra+Whorton · · Score: 1

      Hey, leave me out of this one, bro'. Seriously. The restraining order is still in effect, you know.

  28. Games Masters-When VERBS collide. by Anonymous Coward · · Score: 0

    So in other words you haven't solved the strong AI problem, but simulated it through the complex interaction of verbs. Now the hard part is getting a coherent story out of that. Much like getting a conversation out of a room of people all talking at once.

    1. Re:Games Masters-When VERBS collide. by Chris+Crawford · · Score: 1

      There's no need to solve the strong AI problem, because this is not the real world we're simulating. This is a story. It is populated not with people but with characters. Characters aren't supposed to act realistically, they are supposed to act dramatically. What would happen if we solved the strong AI problem for Captain Kirk and one of his crewmen was trapped on a hostile planet? Kirk would say "Screw him, I'm not going to risk the ship for one crewman." Very realistic. Very undramatic. In a real story, Kirk would say, "Even though the odds against saving him are hundreds to one, and even though attempting to save him will put the ship at a very high risk of disaster, I'm going to attempt to save him." And then, by the absolute, inexorable laws of dramatic physics, he'll pull it off. It HAS to be that way -- this is drama, not the real world!

    2. Re:Games Masters-When VERBS collide. by Anonymous Coward · · Score: 0

      I'm sorry, but have you seen an episode of Star Trek? Kirk often leads the poor young red-shirts to their death... and then leaves them there. THAT'S WHAT KIRK DOES! HE'S KIRK! I've seen many an episode where he just gives up on some poor young ensign. He says 'Screw this, I'ma go bang random alien chick A, before she betrays us all...' That's when Spock will chime in with 'That is illogical Captain.' Much like your ideas for 'storytron' *cough*GAMES*cough* Mr. Crawford.

  29. Re:The main problem with any interactive fiction.. by fbartho · · Score: 1

    I think it's called life... [not the boardgame]

    --
    Gravity Sucks
  30. Sounds like A.I. by Anonymous Coward · · Score: 0

    The way you explain it, this sounds like a good direction for Artificial Intelligence (or at least behavioural intelligence) within games.

    Chris, you d be better off renaming your "tech". Everyone misunderstands it at first glance (and sometimes a first glance is all you get).

  31. Who's he trying to kid? by paulxnuke · · Score: 1

    I confess I didn't bother reading the entire article. There are just too many fatal problems:

    Point-and-click programming has failed catastrophically every time it's been tried. My experience (e.g., iShell) taught me that it's too slow and cumbersome for programmers, and still useless for the non-programmers (defined as that vast majority who can't design program logic by any means, graphical or otherwise.) Inform 7 is a recent attempt by IF authors to help others, NOT by making programming unnecessary, but by attempting to impedance match the Author mindset. (I wish them luck, but recognize that most prospective users (the existing IF community) are competent programmers.)

    Storytron's basic idea ("thinking, feeling virtual characters" ) is very similar to a system that died several years ago. I can't remember the name, but IIRC it used facial expressions on talking heads as a clue to computed emotional state; "embarrassingly bad" was one of the kinder descriptions I saw. I suspect it hasn't been forgotten by the rest of the IF community either.

    Admittedly a lot of IF, with its "guess the magic phrase" problem, can be very frustrating. Their new interaction language, though, has "excruciating user experience" written all over it. If interaction actually requires reverse-diagramming a sentence by point and click (as the article seemed to suggest), I for one wouldn't bother to even try it.

    The required commitment (both of time and intellect) for IF works for the small, passionate and closeknit IF community where no money changes hands; since the initial novelty wore off with Infocom, it hasn't ever worked as a commercial product. This is a fundamental disconnect that no imaginable development system or user UI even starts to address. I see zero hope for their business model.

    1. Re:Who's he trying to kid? by Chris+Crawford · · Score: 1

      The point and click scripting system used in the Erasmatron eight years ago was most certainly NOT a "catastrophic failure" -- the people who actually used the Erasmatron cited it as one of the most enjoyable aspects of the system. There were plenty of other problems with that design, but point-and-click programming was not one of them. And the new generation scripting system that is used in Storytron is even better. You're in the difficult position of asserting that something is impossible when it hasn't really been beaten to death. Moreover, remember that the scripting system in Storytron is not meant to be a general-purpose programming language. It's a narrow-purpose scripting system. It doesn't even have any flow control! So don't be so quick to dismiss what you haven't examined.

      Along the same lines, it might be premature of you to dismiss Storytron's basic idea as already having been done when you didn't even bother to read the entire interview, much less any of the documentation on the technology itself.

  32. fiction != storytelling by Kell_pt · · Score: 1, Troll

    Interactive fiction is NOT interactive storytelling. Also present in TFA, which apparently, as usual, noone bothers reading before posting headlines. :=) This is ./ as usual. For the difference, just ask anyone who's played both a computer RPG like any of the Elder Scrolls series or sat by a table late night, playing Vampire the Masquerade, Paranoia, Cyberpunk, Fallen, Kult or Call of Cthulhu. Those people will be able to tell you the difference.

    --
    "I don't mind God, it's his fan club I can't stand!" E8
    1. Re:fiction != storytelling by Kell_pt · · Score: 1

      Funny to get my first Troll moderation by stating what I believe are facts. Maybe it's a distinction that noone really cares for, the one between fiction and storytelling. There is a lot of interactive fiction in games, even books that let you choose some actions to take. But there is a huge difference between taking a role in a story, being an actor... or taking part in shaping the story itself, because it would not exist otherwise.

      --
      "I don't mind God, it's his fan club I can't stand!" E8
  33. Language is the bane of culture by Anonymous Coward · · Score: 0

    [From one of the links]
    "The main question becomes how to define what makes dramatic sense."

    And how well does the idea hold up when it crosses cultural and language lines?

    1. Re:Language is the bane of culture by Chris+Crawford · · Score: 1

      The perfect is the enemy of the good. Yes, the Storytron technology presents only a first-level approximation of drama, and as such does not address many of the finer points. But for now, we don't need to address the finer points to produce entertaining and commercially successful works.

  34. What's the point? by Anonymous Coward · · Score: 0
    I'm kind of lost as to the point of IF technologies.

    Are they supposed to help create better games? If so, show me a better game made with IF technologies.

    Are they supposed to help create games as good as what we have now in some better way? That is, faster, easier, cheaper, etc? If so, show me a game which was made faster, etc using IF technologies.

    Are they supposed to help us create something other than games? I.e. applications with game-like AI engines that have some advantage over other applications? If so, tell me the advantage.

    As far as I can tell, the whole IF industry seems itself to be a rather limited IF story in which Technologists come up with Architectures for Others who either see new Possibilities for them or write them off as Recycled AI Bullshit.

    Is that it?

    I'd appreciate it as well as people could cite modern examples. Telling me all about a wonderful game that people played 20 years ago for lack of anything better that I can't play without some kind of funky emulator is no more convincing then telling me how great the days of magnetic drum storage were and only reinforces negative feelings that the best place for an IF technology may be a museum.

  35. Show me a game or something! by Anonymous Coward · · Score: 0
    At the moment the stuff on your site isn't very rewarding. Its all too abstract.

    I was a big fan of yours back in the day when you wrote games like Eastern Front first and then articles about how you did it after they became successes. In the days before threads or co-routines were popular I remember reading all about how you used vertical blank interrupts to schedule the enemy ai order routine so that the player wouldn't have to wait after giving their orders. Great stuff.

    But there's nothing like that here. No example that makes me want to look into how it was done, only to find you did it with storytronics or whatever.

    1. Re:Show me a game or something! by Chris+Crawford · · Score: 1

      Yep, there's no demo. People have been screaming for a demo for years. And we nearly started working on a "dead demo" -- a fake representation of what would happen. We decided that our time would be better spent on building the real thing.

      Moreover, I have been building this thing from the ground up to be viable as the foundation for an industry. This has required months and months of effort to build in capabilities that won't even show up for years. It's easy to slap together something that works once and can't be revised, but building something that many different people can mess with, that is extensible and malleable -- this takes a lot more work. That's why it has taken so much time to get the pieces together. But we already have a demo on our laptops -- it's not very good but it gets the basic idea across. Please see Cory Doctorow's observations on it a BoingBoing: http://www.boingboing.net/2006/10/15/storytron_int eractiv.html

      We're now in the process of improving the demo. However, it will be some months before we can release a downloadable demo.

      Lastly, a higher-level point: all that theoretical stuff may be difficult to digest, but ultimately it is the true basis of understanding. If you see a demo, you get just one glimpse of one manifestation of the possibilities. If you understand the theory, you can see all the possibilities. It takes a lot more effort to understand the theory, but it yields a correspondingly greater return.

  36. Where is the story in storytelling? by grumbel · · Score: 1
    I browsed through his side, but one thing that puzzles me is: Where is the story in his interactive storytelling? His system works by a bunch of behaviour variables that via some fuzzy logic result in some character behaviour, so far ok, most RPGs or games like The Sims do stuff like that, maybe his system is more complex, more finetuned, whatever. However where is the story in all this? A bunch of characters doing random things doesn't result in an interesting story, it results in a bunch of characters doing random things. This might be fine if you use them in an RPG to simply make a city believable, i.e. use them more or less as 'background noise', but if those are the only things that is happening in the gameworld I fail to see how to get a story from that.

    So far I havn't seen anything in his interactive storytelling that would reassemble a AI game master or something similar that manages the overall happenings of the world and thus ensures that the happenings as a whole connect to a larger story, instead of just meaningless random stuff.

    1. Re:Where is the story in storytelling? by Chris+Crawford · · Score: 1

      The answer to your question is complex. No, this technology will not yield stories just like those in the books. The experience will be more meandering. But neither will it be random. We have an Actor called Fate whose job it is to keep the story moving along. We have PlotPoints that assess the progress of the story at regular intervals. There's a lot of stuff there to handle these problems. That doesn't mean that they are solved, but it definitely is in there.

  37. Re:The main problem with any interactive fiction.. by Anonymous Coward · · Score: 0

    Try Metamorphosis by Emily Short.

    It takes a first stab at solving that particular problem. The game actually figures out if your solution works based on the properties of the objects you are using. The list of supported properties is limited, but it's a great start.

  38. Interactive Fiction defined by Anonymous Coward · · Score: 0

    Interactive Fiction - What most Slashdotters are doing alone on a Saturday night with several files ending in JPG

  39. Let's try it out by d_54321 · · Score: 1

    Once upon a time...

    1. Re:Let's try it out by Anonymous Coward · · Score: 0

      in a land far far away...

  40. What IS really is.. by Sigg3.net · · Score: 0

    Interactive storytelling sounds like a technical term for being interrupted when you're telling a story.
    The end result is that you all leave a little confused because of the startling conclusion of a problem you can't really remember. But you think it was interesting.

  41. This could be useful elsewhere by Anonymous Coward · · Score: 0
    Chris, nobody doubts that you're breaking new ground here.

    Anyone who has ever used a tool like Spin should be familiar the idea of a model checker finding counterexamples. That's what they are there for after all ... to exhaustively explore the space and prove conclusively that your protocol is valid. What I (and Cory) find interesting here is the idea of applying this kind of technology outside of the programming domain.

    The idea of color-coded data types is also not new - Charles Moore's Color Forth does that and the whole idea there seems one step away from the established practice of using syntax highlighting. But using this as an explicit tool to help amateurs come to terms with a complex concept is new. Another example: anyone that has ever used a profiler, code-coverage or automated testing tool would be familar with some of the "Poison" and "Rehersal" concepts you mention, but I would be suprised if anyone outside the CS discipline had a clue about this sort of thing.

    I guess the $64 question is: where will this all end up?

    My feeling is that it ultimately may prove to be less useful for story tellers and more useful to people whose everyday job is to construct and take apart hypothesis: criminologists. Imagine feeding in all the facts into a storytron and having it tell you: the butler did it!

    1. Re:This could be useful elsewhere by Chris+Crawford · · Score: 1

      Yes, some of the ideas in Storytron were relatively new when they first came out ten years ago, but have since been anticipated. And some of the ideas are just re-invented wheels. I mention them to emphasize just how far we've gone to make this easier for storybuilders. Our latest wierd idea: bounded numbers. These are numbers that are constrained to fall between -1.00 and +1.00. (All it does is map the number line onto the line from -1.00 to +1.00.) We have all the basic operators for them in bounded form: bounded sum, bounded difference, bounded product, bounded quotient, and so forth. It's a really weird mathematical system but it has the nice property that the user never needs to worry about scaling factors.

      But again, the whole point is to make it accessible to non-technical storytellers. We don't expect a lot of people to understand it at first, but once we get some demos out there, and people start to realize what the technology can do, I think we'll get a good mass of talent materializing.

      And yes, there are serious applications of the technology as well, although we have shaped it with narrative as the primary application.

  42. Good... by Ithorian+guy · · Score: 1, Interesting

    Cool. This won't be amazing news for, dare I say it, 'mainstream' gamers. But I on the other hand would pick Zork against World of Warcraft anyday.

    --
    Jeff K. is my homeboy.
    1. Re:Good... by Tipa · · Score: 1

      Well, Zork takes longer to finish.

  43. He's back by The_Incubator · · Score: 1

    Cool!