refrigerator boxes

narrative-deviance.gif
(The middle lines represent a single base narrative thread.)

Does the achievement of graph b require highly sophisticated AI?
What tools and methods can get us there? Is the game Facade the only route? Or could a game use this complex AI, not to handle conversational language (or only to a small degree), but to weave a narrative of rich emergence and complexity. I'd like to see a game that takes place in a single small room that is rich in narrative and emergent interactions. I'd much rather use all the AI, shaders and physics in Half Life 2 to experience a deeply rich emergent narrative in a small environment, than battle huge creatures and fight urban combat. Apply Sims 2 AI to animals, aliens and other creatures with no recognizable language, to create characters with emotions and motivations, but without the need to fake verbal expression while reaping the benefits of some sort of expressive vocal sound.

I've never read a hard definition of "sandbox" gaming theory, perhaps this relates closely? Anyone play in a large cardboard box as a kid? Better than a million Teddy Ruxpins.

1:30 AM    October 12, 2004    Comments 2

  

kellee

i think you address something else important to the field - the ability to take a time out on certain game aspects to really explore one or two aspects of game-play/narrative. most of the time, we achieve this, but not in a satisfying manner - the money and time are dumped into graphics, and the rest of the game is weak.
again, there is a parallel between the film and game industries - i think of these explorations into story being similar to an independent film that care to delve into character development, or the use of red, or all close-up shots. it is so important to have the explorations, but they still primarily take place in the independent or art scene. my feeling is that games will go the same route.

  

Mike Brinker

Hate to disagree with y'all, but what you diagramed/explained (hard narrative) is still LINEAR by nature, it's branching narritive to the nth degree. Is this truely an interactive experience? If you think so, then I ask you, is it a fun NARRATIVE one, or worthwhile? I think I know your answer. It can't be! I think sandbox narrative or sandbox play provides the breeding ground for narrative, while maintaining both an interactive environment and a reaching narrative one. Notice how i say reaching, because I still feel there is a lot of work to be done in order to achieve "good" narrative in that type of environment.

Now, the problem with half life 2 and the end result of the "better more immersive graphics" isn't one you would expect. People actually notice that characters look more fake and less real the "fancier" graphics get. How do you combat this? By not focusing on the graphics, and creating emotional attachments with your players by increasing the emotional/circumstancial drama with the characters in a way that doesn't focus on how good things look. This is a tall order, and one that sort of pokes it's head out of a variety of games. I would say that even if your character is a blob of goo, there is still potential to create emotional attachment and dramatic narrative.

I'm a half-life 2 nut, but there are still things that even within an FPS environment that don't lend itself to good narrative. I'm hoping that someone mods half life in a way that pushes the "drama engine" article that I read about over at gamasutra. Ask your classmate Mike about it, maybe he can give you a rundown...hehehhehe...

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