[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
author, audience, computer
- To: idrama@flutterby.com
- Subject: author, audience, computer
- From: "Brandon J. Van Every" <vanevery@indiegamedesign.com>
- Date: Mon, 06 Jun 2005 03:32:22 -0700
- In-reply-to: <1a2.350977a5.2fd5646d@aol.com>
- Organization: Indie Game Design
- References: <1a2.350977a5.2fd5646d@aol.com>
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@mail.flutterby.com
- User-agent: Mozilla Thunderbird 1.0.2 (Windows/20050317)
WFreitag@aol.com wrote:
So the envelope keeps growing, and the rowers keep on rowing, and there's
no earthly way of knowing just how fast that we are going, or which way the
river's flowing... (Sorry, started channeling Wonka there.)
Indeed, measuring progress towards the goal of Interactive Drama is
difficult. We see gestures towards it, but few compelling results, and
nothing to indicate that the problem is 'solved'.
So, every time
discussion starts up again on the list, someone feels obliged to explain to us why
we're wasting our time with interactive story system technology (that is, with
the very subject this list is supposed to be about)
Well, given the slow progress in the field, someone is inevitably going
to suggest, "Less of X! More of Y!" In the interest of getting things
done, I'm usually in the camp of "Less attempts at dynamic content
generation! More manual labor!"
because their personal
interpretation of what interactivity means (or what drama is) is unrelated to,
or opposed to, rule systems or computers. It shouldn't bother me, but it does
get tedious.
I just think humans are better and faster at composing dramatic rules
systems than computers are. I call that sort of thing "writing skill."
I don't have any problem with people trying to amplify their writing
skill using computers. I just think trying to get the computer to do it
entirely is damn hard. Achievable within the next 20 years, but I think
we can get pretty close to strong AI in that timeframe also. We're
going to need a lot of computing resources, and a way to manage the
overwhelming complexity of those resources. A more "biological"
approach to computing.
We can strip out a lot of the complexity if we find the right
abstractions, but I have my doubts about how much one can abstract
away. Do The Sims provide anything more than "boring fish stories?" We
just might need a lot of resources and wetware to remain interested in
what's going on.
In my own case the issue is most decidedly not the story I personally want to
tell. When I want to tell a story, I tell it. The issue is the digital
virtual world I personally want to create -- which, to be as rich and engaging as I
want it to be,
I really hate the word 'rich' as applied to either technology or
content. It's a meaningless gestural word, much like we were taught in
grade school that 'very' is a meaningless word. (Usually.) Microsoft
is the worst offender, using "rich applications, APIs, and content" in
near continuous drone, like chocolate that's supposed to be good for
you. So, anybody who talks about things being "rich and engaging" ends
up sounding like a Microsoft Tele-Evangelist to me.
requires the ability to interact with its visitors so as to
generate the stories THEY personally want to tell.
The job of telling the story can be assigned to various people or
things. At one extreme, you assign it all to the player. They tell
"boring fish stories" to each other, which are deeply engrossing to
them, but to nobody else. At another extreme, you assign it all to the
author. Really that's a movie, no interactivity at all. (Well,
excepting that some movies are "mentally interactive," in that they can
be left open-ended, and the audience completes the film with their own
meanings.) A third extreme is to assign it all to the computer. At
present, this produces either trivial results or random noise. Neither
are terribly interesting to a human.
So we have this triangle: author, audience, computer. Many strategies
can be tried within this engineering triangle. Some of our religious
arguments are no more than people advocating different points in the
triangle. Anybody into Barycentric coordinates? :-)
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
"The pioneer is the one with the arrows in his back."
- anonymous entrepreneur