[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

Towards consistency in interactive storytelling: Tension arcs and dead-ends

Published: 06 November 2008 Publication History

Abstract

Interactive storytelling (IS) systems are an emerging class of interactive entertainment applications with an emphasis on narrative aspects. One of the approaches used to develop IS applications is based on planning algorithms. This article describes two mechanisms that can be introduced to planning-based IS in order to solve two problems that are inherent in this approach. The first is a technique to control the pace at which a story evolves, so that the story that is generated follows a specific tension arc. The second is a method that makes it possible to avoid dead-ends in a story by intervening to justify previous events. These mechanisms help to produce a more enjoyable user experience, since their use tends to result in stories with higher narrative consistency. Results from experiments with users suggest that the proposed mechanisms improve both of the aspects addressed by this article.

References

[1]
Bal, M. 1997. Narratology: Introduction to the Theory of Narrative (2nd ed.). University of Toronto Press, Toronto, Ont.
[2]
Barros, L. M. and Musse, S. R. 2005. Introducing narrative principles into planning-based interactive storytelling. In Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE 2005), ACM, New York, 35--42.
[3]
Barros, L. M. and Musse, S. R. 2007. Improving narrative consistency in planning-based interactive storytelling. In Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 07).
[4]
Charles, F., Lozano, M., Mead, S. J., Bisquerra, A. F., and Cavazza, M. 2003. Planning formalisms and authoring in interactive storytelling. In Proceedings of TIDSE '03: Technologies for Interactive Digital Storytelling and Entertainment.
[5]
Crawford, C. 2004. Chris Crawford on Interactive Storytelling. New Riders Games, Indianapolis, IN.
[6]
Glassner, A. 2004. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters.
[7]
Hoffmann, J. 2003. The Metric-FF planning system: Translating “ignoring delete lists” to numeric state variables. J. AI Research 20, 291--341. Special issue on the Third International Planning Competition.
[8]
Lebowitz, M. 1985. Story-telling as planning and learning. Poetics 14, 483--502.
[9]
Magerko, B. 2005. Mediating the tension between plot and interaction. In Imagina 2005.
[10]
Mateas, M. and Stern, A. 2003. Façade: An experiment in building a fully-realized interactive drama. In Game Developers Conference, Game Design track.
[11]
Murray, J. H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press, New York.
[12]
Riedl, M. O., Saretto, C. J., and Young, R. M. 2003. Managing interaction between users and agents in a multi-agent storytelling environment. In Proceedings of the AAMAS'03: The Second International Conference on Autonomous Agents and Multi-Agent Systems.
[13]
Russell, S. and Norvig, P. 2002. Artificial Intelligence: A Modern Approach (2nd ed.). Prentice Hall, Englewood Cliffs, NJ.
[14]
Tobias, R. B. 1993. 20 Master Plots: And How to Build Them. Writer's Digest Books, Cincinnati, OH.
[15]
Zagalo, N., Barker, A., and Branco, V. 2004. Story reaction structures to emotion detection. In Proceedings of the SRMC'04, ACM Multimedia 2004 Workshop on Story Representation, Mechanism, Context, 33--38.

Cited By

View all

Index Terms

  1. Towards consistency in interactive storytelling: Tension arcs and dead-ends

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 6, Issue 3
    SPECIAL ISSUE: Media Arts
    October 2008
    256 pages
    EISSN:1544-3574
    DOI:10.1145/1394021
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 November 2008
    Accepted: 01 June 2008
    Revised: 01 May 2008
    Received: 01 November 2007
    Published in CIE Volume 6, Issue 3

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Interactive storytelling
    2. narratives
    3. planning
    4. riddles
    5. story dead-ends
    6. tension arcs

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)27
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 13 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2021)Simple Automated Narrative Generator (SANG)2021 IEEE 11th Annual Computing and Communication Workshop and Conference (CCWC)10.1109/CCWC51732.2021.9375954(0909-0915)Online publication date: 27-Jan-2021
    • (2021)Enhancing Interactivity in Propp-Based Narrative GenerationInteractive Storytelling10.1007/978-3-030-92300-6_24(260-265)Online publication date: 7-Dec-2021
    • (2020)“Kian Santang” game as historical educational media using digital storytelling conceptEducation and Information Technologies10.1007/s10639-020-10209-025:6(5379-5388)Online publication date: 25-May-2020
    • (2019)Balancing Consistency and Plot Structure in Computational Storytelling2019 IEEE 10th Annual Information Technology, Electronics and Mobile Communication Conference (IEMCON)10.1109/IEMCON.2019.8936138(0550-0555)Online publication date: Oct-2019
    • (2017)A Survey on Story Generation Techniques for Authoring Computational NarrativesIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2016.25460639:3(239-253)Online publication date: Sep-2017
    • (2016)Planning Technologies for Interactive StorytellingHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_71-1(1-21)Online publication date: 18-Feb-2016
    • (2016)Planning Technologies for Interactive StorytellingHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_71(393-413)Online publication date: 10-Aug-2016
    • (2012)Narrative Forest: An automatic narrative generation system with a visual narrative operation mechanismThe 6th International Conference on Soft Computing and Intelligent Systems, and The 13th International Symposium on Advanced Intelligence Systems10.1109/SCIS-ISIS.2012.6505319(2164-2167)Online publication date: Nov-2012
    • (2012)Macro structure and basic methods in the integrated narrative generation system by introducing narratological knowledge2012 IEEE 11th International Conference on Cognitive Informatics and Cognitive Computing10.1109/ICCI-CC.2012.6311156(253-262)Online publication date: Aug-2012
    • (2011)The Hero’s Journey - Template-Based Storytelling for Ubiquitous Multimedia ManagementJournal of Multimedia10.4304/jmm.6.2.156-1696:2Online publication date: 8-Apr-2011
    • Show More Cited By

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media