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A New Stab at Interactive Fiction

Posted by timothy on Sun Oct 15, 2006 01:59 PM
from the could-also-use-wrench-in-parlour dept.
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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  • Quite a... (Score:5, Funny)

    by GillBates0 (664202) on Sunday October 15 2006, @02:03PM (#16444725) Homepage Journal
    Quite a creative venture, but who knows how it'll end.
  • Pilot's seat? (Score:5, Insightful)

    by Anonymous Coward on Sunday October 15 2006, @02:06PM (#16444751)
    Here's the question though. Is fiction really ment to be interactive? Or is fiction the journey the author leads you on?
    • Re: (Score:3, 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
    • Re:Pilot's seat? (Score:4, Insightful)

      by Merovign (557032) on Sunday October 15 2006, @02:48PM (#16444973)
      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.
    • 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. So

    • Re:Pilot's seat? (Score:5, Interesting)

      by lawpoop (604919) on Sunday October 15 2006, @03:19PM (#16445165) Homepage Journal
      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 [slashdot.org].
  • by Channard (693317) on Sunday October 15 2006, @02:09PM (#16444765) Journal
    .. 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.
  • 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.
  • by headkase (533448) <pickett.bill@gmail.com> on Sunday October 15 2006, @02:31PM (#16444889)
    There is still the problem of brittleness [consciousentities.com] which this verb based approach WILL suffer from. Each verb represents a concept and unless you allow concepts to overlap (probably using fuzzy logic [wikipedia.org]) 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.
  • by paintswithcolour (929954) on Sunday October 15 2006, @02:31PM (#16444891)
    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.

  • by Wordplay (54438) <geo@snarksoft.com> on Sunday October 15 2006, @02:58PM (#16445045)
    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.
    • 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 [inform-fiction.org] (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, i

    • Re: (Score:3, Interesting)

      by Anonymous Coward
      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 ab
    • Re: (Score:3, 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 K

  • Somewhat irritating (Score:3, Informative)

    by Anonymous Coward on Sunday October 15 2006, @03:13PM (#16445131)
    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.
  • by dforsey (107707) on Sunday October 15 2006, @03:50PM (#16445393)
    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:-)

  • by Chris Crawford (1013933) on Sunday October 15 2006, @04:19PM (#16445613)
    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.

  • by oZZoZZ (627043) on Sunday October 15 2006, @05:43PM (#16446423)
    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."
    • Re: (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 [wikipedia.org]".

      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 [csd.uwo.ca] a spin -- it has aged rather gracefully.

      The article is frustratingly vague, but it basi

      • Re:A little confused (Score:4, Interesting)

        by Wordplay (54438) <geo@snarksoft.com> on Sunday October 15 2006, @04:03PM (#16445497)
        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.