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RE: Interactive Drama: Why I've lost interest
- To: <idrama@flutterby.com>
- Subject: RE: Interactive Drama: Why I've lost interest
- From: "Brandon J. Van Every" <vanevery@indiegamedesign.com>
- Date: Fri, 25 Mar 2005 02:49:20 -0800
- Importance: Normal
- In-reply-to: <002301c53116$e27e59a0$6501a8c0@andrieudesktop>
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@mail.flutterby.com
Joe Andrieu wrote:
> So the player can do anything they want, and as long as
> they aren't
> acting schizophrenically or intentionally acting
> inconsistently, the result
> goes through a good story: introduction, complication, climax
> and resolution
> driving by their own interests and motivations. They get the
> emotional
> power and engagement of a good story while being the interactive lead
> protagonist.
You really expect them to achieve this by doing "anything they want?"
Even with your sanity constraints, the range of their acting is vast.
And hence their bad acting.
> _Romeo & Juliet_ is the same "story" as _West Side Story_ on
> some level.
> Clearly, offering variability while maintaining that type of
> core story is critical to interactive drama.
It is? The goal is window dressing on the same old stories?
> Once you strip away a particular
> manifestation of story, a particular interpretation in a
> particular medium,
> I believe you can define the core story elements in a way a
> computer can
> work with, so you can consistently generate experiences that
> feel like a good story.
But the story is in the telling. *So many* Hollywood movies have
exactly the same underlying story 'core', like the hero's journey +
obligatory love interest or some such, yet they are boring films.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
"The pioneer is the one with the arrows in his back."
- anonymous entrepreneur
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