{"id":191062,"date":"2017-05-04T15:05:43","date_gmt":"2017-05-04T19:05:43","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/the-future-is-in-interactive-storytelling-sfgate\/"},"modified":"2017-05-04T15:05:43","modified_gmt":"2017-05-04T19:05:43","slug":"the-future-is-in-interactive-storytelling-sfgate","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/rationalism\/the-future-is-in-interactive-storytelling-sfgate\/","title":{"rendered":"The future is in interactive storytelling &#8211; SFGate"},"content":{"rendered":"<p><p>        Noah Wardrip-Fruin,     University of California, Santa Cruz and     Michael Mateas, University of California, Santa Cruz  <\/p>\n<p>    (THE CONVERSATION) Marvels new blockbuster, Guardians of the    Galaxy, Vol. 2, carries audiences through a narrative    carefully curated by the films creators. Thats also what    Telltales Guardians-themed game did when it was released in    April. Early reviews suggest the game is just another form of    guided progress through a predetermined story, not a    player-driven experience in the world of the movie and its    characters. Some game critics lament this, and suggest game    designers let traditional media tell the linear stories.  <\/p>\n<p>    What is out there for the player who wants to explore on his or    her own in rich universes like the ones created by Marvel? Not    much. Not yet. But the future of media is coming.  <\/p>\n<p>    As longtime experimenters and scholars in interactive narrative    who are now building a new academic discipline we call    computational media, we are working to create new forms of    interactive storytelling, strongly shaped by the choices of the    audience. People want to explore, through play, themes like    those in Marvels stories, about creating family, valuing    diversity and living responsibly.  <\/p>\n<p>    These experiences will need compelling computer-generated    characters, not the husks that now speak to us from smartphones    and home assistants. And theyll need virtual environments that    are more than just simulated space  environments that feel    alive, responsive and emotionally meaningful.  <\/p>\n<p>    This next generation of media  which will be a foundation for    art, learning, self-expression and even health maintenance     requires a deeply interdisciplinary approach. Instead of    engineer-built tools wielded by artists, we must merge art and    science, storytelling and software, to create groundbreaking,    technology-enabled experiences deeply connected to human    culture.  <\/p>\n<p>    One of the first interactive character experiences involved    Eliza, a language and software system developed in the 1960s.    It seemed like a very complex entity that could engage    compellingly with a user. But the more people interacted with    it, the more they noticed formulaic responses that signaled it    was a relatively simple computer program.  <\/p>\n<p>    In contrast, programs like Tale-Spin have elaborate technical    processes behind the scenes that audiences never see. The    audience sees only the effects, like selfish characters telling    lies. The result is the opposite of the Eliza effect: Rather    than simple processes that the audience initially assumes are    complex, we get complex processes that the audience experiences    as simple.  <\/p>\n<p>    An exemplary alternative to both types of hidden processes is    SimCity, the seminal game by     Will Wright. It contains a complex but ultimately    transparent model of how cities work, including housing    locations influencing transportation needs and industrial    activity creating pollution that bothers nearby residents. It    is designed to lead users, through play, to an understanding of    this underlying model as they build their own cities and watch    how they grow. This type of exploration and response is the    best way to support long-term player engagement.  <\/p>\n<p>    No one discipline has all the answers for building meaningfully    interactive experiences about topics more subtle than city    planning  such as what we believe, whom we love and how we    live in the world. Engineering cant teach us how to come up    with a meaningful story, nor understand if it connects with    audiences. But the arts dont have methods for developing the    new technologies needed to create a rich experience.  <\/p>\n<p>    Todays most prominent examples of interactive storytelling    tend to lean toward one approach or the other. Despite being    visually compelling, with powerful soundtracks, neither indie    titles like Firewatch nor blockbusters such as Mass Effect:    Andromeda have many significant ways for a player to actually    influence their worlds.  <\/p>\n<p>    Both independently and together, weve been developing deeper    interactive storytelling experiences for nearly two decades.    Terminal Time, an interactive documentary generator first    shown in 1999, asks the audience several questions about their    views of historical issues. Based on the responses (measured as    the volume of clapping for each choice), it custom-creates a    story of the last millennium that matches, and increasingly    exaggerates, those particular ideas.  <\/p>\n<p>    For example, to an audience who supported anti-religious    rationalism, it might begin presenting distant events that    match their biases  such as the     Catholic Churchs 17th-century execution of philosopher        Giordano Bruno. But later it might show more recent, less    comfortable events  like the Chinese communist (rationalist)    invasion and occupation of (religious) Tibet in the 1950s.  <\/p>\n<p>    The results are thought-provoking, because the team creating it     including one of us (Michael), documentarian Steffi Domike    and media artist     Paul Vanouse  combined deep technical knowledge with clear    artistic goals and an understanding of the ways events are    selected, connected and portrayed in ideologically biased    documentaries.  <\/p>\n<p>    Faade, released in 2005 by Michael and fellow    artist-technologist     Andrew Stern, represented a further extension: the first    fully realized interactive drama. A person playing the    experience visits the apartment of a couple whose marriage is    on the verge of collapse. A player can say whatever she wants    to the characters, move around the apartment freely, and even    hug and kiss either or both of the hosts. It provides an    opportunity to improvise along with the characters, and take    the conversation in many possible directions, ranging from    angry breakups to attempts at resolution.  <\/p>\n<p>    Faade also lets players interact creatively with the    experience as a whole, choosing, for example, to play by asking    questions a therapist might use  or by saying only lines        Darth Vader says in the Star Wars movies. Many people    have played as different characters and shared videos of the    results of their collaboration with the interactive experience.    Some of these videos have been viewed millions of times.  <\/p>\n<p>    As with Terminal Time, Faade had to combine technical    research  about topics like coordinating between virtual    characters and understanding natural language used by the    player  with a specific artistic vision and knowledge about    narrative. In order to allow for a wide range of audience    influence, while still retaining a meaningful story shape, the    software is built to work in terms of concepts from theater and    screenwriting, such as dramatic beats and tension rising    toward a climax. This allows the drama to progress even as    different players learn different information, drive the    conversation in different directions and draw closer to one or    the other member of the couple.  <\/p>\n<p>    A decade ago, our work uniting storytelling, artificial    intelligence, game design, human-computer interaction, media    studies and many other arts, humanities and sciences gave rise    to the Expressive Intelligence Studio, a technical and cultural    research lab at the Baskin School of Engineering at UC Santa    Cruz, where we both work. In 2014 we created the countrys    first academic department of computational media.  <\/p>\n<p>    Today, we work with colleagues across campus to offer undergrad    degrees in games and playable media with arts and engineering    emphases, as well as graduate education for developing games    and interactive experiences.  <\/p>\n<p>    With four of our graduate students (Josh    McCoy,     Mike Treanor,     Ben Samuel and     Aaron A. Reed), we recently took inspiration from sociology    and theater to devise a system that simulates relationships and    social interactions. The first result was the game Prom Week,    in which the audience is able to shape the social interactions    of a group of teenagers in the week leading up to a high school    prom.  <\/p>\n<p>    We found that its players feel much more responsibility for    what happens than in pre-scripted games. It can be disquieting.    As game reviewer Craig Pearson put it  after destroying the    romantic relationship of his perceived rival, then attempting    to peel away his remaining friendships, only to realize this    wasnt necessary  Next time Ill be looking at more upbeat    solutions, because the alternative, frankly, is hating myself.  <\/p>\n<p>    That social interaction system is also a base for other    experiences. Some address serious topics like cross-cultural    bullying or teaching conflict deescalation to soldiers. Others    are more entertaining, like a murder mystery game  and a    still-secret collaboration with Microsoft Studios. Were now    getting ready for an open-source release of the underlying    technology, which were calling the Ensemble Engine.  <\/p>\n<p>    Our students are also expanding the types of experiences    interactive narratives can offer. Two of them, Aaron A. Reed    and Jacob Garbe, created The Ice-Bound Concordance, which    lets players explore a vast number of possible combinations of    events and themes to complete a mysterious novel.  <\/p>\n<p>    Three other students, James Ryan, Ben Samuel and Adam    Summerville, created Bad News, which generates a new small    midwestern town for each player  including developing the    town, the businesses, the families in residence, their    interactions and even the inherited physical traits of    townspeople  and then kills one character. The player must    notify the dead characters next of kin. In this experience,    the player communicates with a human actor trained in    improvisation, exploring possibilities beyond the capabilities    of todays software dialogue systems.  <\/p>\n<p>    Kate Compton, another student, created Tracery, a system that    makes storytelling frameworks easy to create. Authors can fill    in blanks in structure, detail, plot development and character    traits. Professionals have used the system: Award-winning    developer Dietrich Squinkifer made the uncomfortable one-button    conversation game Interruption Junction. Tracery has let    newcomers get involved, too, as with the Cheap Bots Done    Quick! platform. It is the system behind around 4,000 bots    active on Twitter, including ones relating the adventures of a    lost self-driving Tesla, parodying the headlines of    Boomersplaining thinkpieces, offering self-care reminders and    generating pastel landscapes.  <\/p>\n<p>    Many more projects are just beginning. For instance, were    starting to develop an artificial intelligence system that can    understand things usually only humans can  like the meanings    underlying a games rules and what a game feels like when    played. This will allow us to more easily explore what the    audience will think and feel in new interactive experiences.  <\/p>\n<p>    Theres much more to do, as we and others work to invent the    next generation of computational media. But as in a Marvel    movie, wed bet on those who are facing the challenges, rather    than the skeptics who assume the challenges cant be overcome.  <\/p>\n<p>    This article was originally published on The Conversation. Read    the original article here:     <a href=\"http:\/\/theconversation.com\/the-future-is-in-interactive-storytelling-76772\" rel=\"nofollow\">http:\/\/theconversation.com\/the-future-is-in-interactive-storytelling-76772<\/a>.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Excerpt from:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.sfgate.com\/news\/article\/The-future-is-in-interactive-storytelling-11120863.php\" title=\"The future is in interactive storytelling - SFGate\">The future is in interactive storytelling - SFGate<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Noah Wardrip-Fruin, University of California, Santa Cruz and Michael Mateas, University of California, Santa Cruz (THE CONVERSATION) Marvels new blockbuster, Guardians of the Galaxy, Vol.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/rationalism\/the-future-is-in-interactive-storytelling-sfgate\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187714],"tags":[],"class_list":["post-191062","post","type-post","status-publish","format-standard","hentry","category-rationalism"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191062"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=191062"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191062\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=191062"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=191062"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=191062"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}