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Emergent narrative and interactive narrative Ruth Aylett CVE University of Salford www.nicve.salford.ac.uk/ruth. Letting GO. Overview. What is the problem? Emergence The user Artefact or process? Practicalities. Assumptions. The context is Virtual Environments 3D graphical worlds
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Emergent narrative and interactive narrative Ruth Aylett CVE University of Salford www.nicve.salford.ac.uk/ruth Letting GO
Overview • What is the problem? • Emergence • The user • Artefact or process? • Practicalities
Assumptions • The context is Virtual Environments • 3D graphical worlds • Interactive in real-time • So not pre-rendered • Visually displayed • But not necessarily immersive • And also Augmented Reality • Mix of virtual and real-world spaces
Freedom v structure • Physical freedom • To navigate through the world • To interact with objects and characters • Conceptual freedom • The user is autonomous - own sense-reflect-act cycle • BUT story implies structure • Supplied in advance by an author • User has pre-determined role
What has been tried • User-as-author • Branching structures • Choice points • Can work for user-as-spectator • Covering the whole space • Universal plans (Cavazza) • Scaling up problem • Beats (Mateus and Stern) • Also a scaling up problem
Predictive planning v behavioural control Planning Top-down Produces task structure Behavioral control Bottom-up Stimulus-response A robot parallel
Emergence • Complex behaviour from simple roots • Interaction provides complexity • Examples: • Formation of animal fur patterns • Brownian motion • Fractals • Game of Life
Beacon Obstacle Obstacle Agent path Intentionality? • Looks like path planning • But outcome of interaction between beacon seeking and obstacle avoidance
Emergent narrative • A contradiction in terms? • Author time v story time • But improvisational forms do exist • Drama, RPGs, verbal story-telling • Life is itself a seed-bed of stories • The anecdote • The football match
Teletubby narratives • Aimed at very young children • Age 2 or less • Event or disturbance driven • pink cloud; rubber boots; run run run • Precipitating incident • With ‘suitable’ behaviours
Importance of hierarchy • ‘Star-crossed lovers’ • Specifies characters and some plot elements • Abstract-action level • Boy meets girl • Action instantiation • Boy introduces self • Execution-level variation
The User: Storification • What people do with their own experience • The autobiographical memory (Dautenhahn) • Need to provide the right kind of experience • The ‘before time’ (Stanislavski), see also Lord of the Rings • The possibility of social immersion • Multiple threads
Participation v spectating • VERY different activities • The commitment to act • Self-structuring of actions • Storification • The first-person perspective • The Good Terrorist - Doris Lessing • Rosencrantz and Guildenstern are Dead - Tom Stoppard • Making a video
User as participant • Freedom supports physical presence • Physical immersion does make a difference • Real-world constraints • The autonomy of others • Uncertain (but final) outcomes • Limited ability to act - not God
Social presence • The other characters matter • Enforce the role boundaries • Living with consequences • Characters ‘remember’ what you have done • Time cannot be wound back • The world goes on without you • Back story is continuously constructed
Spectrum of involvement • God-like role inimical to narrative • Far too predictable (outside of authoring) • SpectACTOR - Augusto Boal • Forum Theatre • The ‘invisible friend’ - VICTEC project • And others • Living history, murder weekend
Experienced story Constructed story Presented story author Experienced story user spectator characters external events Artefact v process
Dynamic systems • Defined by: • Set of variables • Functions for specifying change in variables over time • Parameter settings of the functions • An initial state
An analogy • A jar of billiard balls (no gravity!) Initial conditions External events
Steep sections Substantial changes in state variables For example character emotional state Shallow sections Low impact (the boring football match) Use as a dramatic metric? Trajectory profile
Practical issues • Entrances and exits • Graceful; within logic of the world • What’s happening ‘off-stage’? • Or at other times • The virtual gossip? • The voice over • Influencing from afar
Still more issues • Challenging-but-forgiving environments • From a small part to a bigger one? • Character state-of-the-art • Problems with natural language • Problems with naturalism • Capturing user interaction
A story manager? • A script is a (dumb) manager • As gamesmaster? • Trying to ‘get back on track’? • External events? • New characters, plane crashes, fate • A distributed manager • Characters also as actors
Example: towards the holodeck.. • A user in a cave • Soap like environment • Multiple threads • Fertile ground for storification • User has defined role • Present from time to time • May also observe and influence
Example: the haunted room • Use of augmented reality • Real room • Some virtual characters • ‘Real’ events • As in Majestic • Phone calls, email, materials in the desk, other users
Conclusions • A new paradigm? • but not an ‘all-or-nothing’ thing • Letting Go, but not abandoning authorship • Not all stories are the same • Quests v soaps • Both difficult and risky • Hey, that’s research!