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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."

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  1. 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.