Antonio Pizzo, Vincenzo Lombardo, Rossana Damiano - Interactive Storytelling - A Cross-Media Approach To Writing, Producing and Editing With AI-Routledge (2023)
Antonio Pizzo, Vincenzo Lombardo, Rossana Damiano - Interactive Storytelling - A Cross-Media Approach To Writing, Producing and Editing With AI-Routledge (2023)
Typeset in Galliard
by Taylor & Francis Books
Contents
List of illustrations x
Preface xii
Acknowledgements xvi
1 Introduction 1
4.1 Participation 59
4.1.1 Narratology vs ludology 59
4.1.2 Interaction vs narration 60
4.1.3 Balancing the agency 61
4.1.4 Intensity of the process 62
4.1.5 User’s action 63
4.1.6 Intelligible actions 66
4.2 Writing the interaction through the units 67
4.2.1 Interaction by navigating the map 68
4.2.2 Interaction by dialogues and behaviours 69
4.2.3 Interaction by physical actions 70
4.3 Emotions in computational systems 70
4.3.1 Coding characters’ emotions 72
4.3.2 The emotions of the audience 73
4.4 Cross-media contents’ communication 75
4.5. Exercises 77
Contents vii
Index 175
Illustrations
Figures
1.1 Example of storytelling as linear sequence 10
1.2 Example of storytelling as multilinear sequence 11
1.3 Example of multilinear single ending storytelling 12
1.4 Example of hypertextual storytelling 12
1.5 Schema of generative model of storytelling 14
1.6 General scheme of analysis for interactive storytelling 21
2.1 Example of tagging the hypertext 29
2.2 The division into parts 29
2.3 Grouping the different hypertext’s units 30
2.4 Grouping different hypertext’s units and avoiding branching
proliferation 31
2.5 The partition of the units according to topics 32
2.6 The partition of the units according to character’s intention 33
2.7 Tagging the units 36
2.8 The ideal visit model for the interactive visit in DramaTour 37
2.9 Example of graph with one beginning and two endings 39
3.1 Sequencing the units by the interaction with an agent 43
3.2 Sequencing the units by the interaction with multiple agents in Façade 44
4.1 Local and global agency in a videogame structure with cutscenes 62
4.2 Schema of cross-media distribution of an interactive storytelling work 76
5.1 Lakoff’s state diagram to represent Propp’s structure 89
5.2 The syntax of Lakoff’s grammar is represented in the form of a
hierarchy 89
5.3 Two variants of Merchant of Venice interactive 99
5.4 Typical example of a dramatic arc divided into three acts 101
5.5 Dramatic arc of the Façade example execution 105
5.6 A sample UNIVERSE character 114
Tables
1.1 Role of author vs procedural author 16
List of illustrations xi
1.2 Character-centred modelling vs. plot-centred modelling 17
4.1 The four ways of representing the actions in the interactive The
Merchant of Venice, depending on the POVs 97
Boxes
1.1 The most relevant scientific conferences 3
1.2 A definition of interactivity 4
1.3 Examples of the difference between chronicle, plot and drama 10
1.4 Definitions of graph, nodes and tree 14
2.1 The definition of lexia 26
3.1 The BDI paradigm of intelligent agents 45
4.1 Agency 61
6.1 Example of a chat with Eliza. U = User; E = Eliza. 132
Preface
Where to start?
In one of the very first attempts to describe and understand the features and pos
sibilities of interactive narrative, in 1984, Niesz and Holland (scholars in Drama
and Literature, respectively) compared the various new possibilities offered by
computers (and emerging network technology) for storytelling. Interactive narra
tive had only emerged a few years earlier, but the technology already seemed to be
making huge strides, and the two scholars were rightly amazed by “the incredibly
fast video arcade games of today, like ‘Pac-Man’ or ‘Asteroids 2’ (Niesz and
Holland 1984, p. 114). Besides the early computers that took up an entire room,
the so-called mainframes, which were only available to large companies and their
employees because of their high cost, the first microcomputers were already
becoming available, and these small machines were the precursors of personal
computers. Everything that happened pointed to rich growth. They wrote:
We think it likely that within the next decade, interactive fiction, which as of
1984 can boast only a dozen texts that go beyond the adventure game, will
become as popular a medium of entertainment as television is today. It could
well become a competitor to other forms of light fiction, indeed, an
improvement over the usual spy, detective, or romantic stories in being more
open, less passive, more challenging to a reader's mind. Should major writers
turn to writing “compufiction,” we imagine it could become a major innova
tion, a genre for intense creative activity, like the early novels.
(ibid., p. 126)
Almost 40 years later, we have seen that things have turned out somewhat differ
ently: there has been no confirmation of “compufiction” as a new literary genre,
and interactivity has taken hold mainly in the games sector and in the design of
consumer goods. Nevertheless, it is also true that the element of storytelling seems
to thrive among the different types of interactive entertainment, and today experts
are trying to come up with more stable definitions.
IDN (interactive digital narrative) can now be defined as an expressive narrative
form in digital media implemented as a computational system containing potential
Preface xiii
narratives and experienced through a participatory process that results in products
representing instantiated narratives (Koenitz 2015, p. 98).
Our aim in this volume is not to provide a conceptualisation of interactive
storytelling. We believe that there are already many of them, and the reader can
easily find them, for example, in the Wikipedia entry for “interactive storytelling”.
The aim of this volume is to build on existing practices to abstract the elements
that emerge as a common feature in different production practices. The work flow,
the essential steps in production, the audience experience, all of these can be
conceptualised with different schemes or metaphors. However, it does not seem
that the different theoretical descriptions have had any real impact on the pro
duction methods. It is possible, of course, that the creation of a list of definitions
of basic cinematographic techniques (such as dissolves, pans, close-ups), as distilled
by some pioneers of interactive fiction, can be useful in thinking about the logic of
presenting a virtual environment and its interactivity (Smith and Bates 1989). But
the effectiveness of this list remains unclear when it comes to defining the pro
duction standards for interactive storytelling. This volume turns to a perspective
inspired by an applied approach and practical questions. It therefore avoids listing
rules and norms, preferring to name elements that have become established in
practice over the decades. In other words – to use a linguistic metaphor – we rely
on the analysis of the language of interactive storytelling works to identify the
emerging syntactic forms, the common communicative elements, or the rheto
rical forms that have proved more intriguing. In short, the various theories,
although they seem to be rapidly becoming obsolete as guidelines for the crea
tion of works of interactive storytelling, have been conceived on a framework of
elements that remain quite stable and, we believe, are summarised in this
volume. While we resort to some abstraction here, the overarching aim will
always be to draw out the common elements. Moreover, we will not propose
abstractions that relate to user experience, but only those that cover the factors
implicit in production.
The emphasis is clearly on production. We assume that our readers are students
and generally people approaching the world of interactive entertainment. We
know that people working in this field already have their methods, their work
flows and their idiosyncrasies and may not agree with what we write here. Never
theless, years of experience in this field have led us to believe that this might be an
effective way to approach the task. The book is moderately prescriptive and able to
highlight the basic elements that any reader who is or will be involved in inter
active storytelling can later incorporate into their professional and creative practice.
The roles involved in creating interactive entertainment products are many and
varied, as is the case with most digital creative production.
Szilas has distilled three different processes and just as many products in the
field of interactive storytelling (2015, p. 140):
� the design conceived by coders and engineers and that produces the compu
tational systems (that may include both the engine that activates the narrative
and the tools for the content creation);
xiv Preface
� the creation of the contents by the author who is in charge of the final
product;
� the playing session by the end users that produces the interactive experience
of the narrative.
This volume focuses on the first two processes with particular attention to content
creation and the tasks of authors. It is clear that the three processes described by
Szilas cannot be understood as completely independent of each other. Just as a
writer should have his or her own tastes in novels and literature, the creator of
interactive content should have his or her own tastes and preferences in participa
tory experiences. Just as a screenwriter should have some knowledge of film tech
niques, the creator of interactive stories should have a general understanding of
the computer system being used.
Last but not least, this volume is an example of permeability between worlds that
too often do not communicate with each other. Szilas has said that research on inter
active storytelling is almost incompatible with the academic environment, which is
rigorously divided into disciplines, sectors and fields. This volume is the result of more
than ten years of collaboration between three scholars from different educational
backgrounds and disciplines. The volume is based on a continuous dialogue and
comparison of research methods and results. In all these years, we have not only looked
at the same object (the interactive narrative) from different scientific perspectives, but
rather we have shared our knowledge and methods in order to develop common
competences on the subject. There were moments when it was not possible to distin
guish between the approaches of computer science, linguistics and dramaturgy. We
believe that this is more or less the same situation that authors will find themselves in
when working on the production of narrative content for interactive devices.
This may seem like a daunting leap into the unknown, for example, for the
humanities scholar who has to help create an algorithm, or for the computer sci
entist who has to decide on the personality of the character. Our final piece of
advice, however, is not to be afraid: for us, this has been one of the most stimu
lating opportunities for new knowledge, and we believe it will be one of the most
stimulating fields of innovation in the next decades.
References
Koenitz, Hartmut. 2015. “Towards a Specific Theory of Interactive Digital Narrative”. In
.
Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Diğdem Sezen, and Tonguç Ibrahim
Sezen (eds), Interactive Digital Narrative. New York: Routledge, pp. 91–105.
Niesz, Anthony J., and Norman N. Holland. 1984. “Interactive Fiction”. Critical Inquiry
11 (1): 110–129.
Smith, Sean, and Joseph Bates. 1989. Toward a Theory of Narrative for Interactive Fiction.
Pittsburgh, PA: Carnegie Mellon University. doi:10.1184/R1/6611009.v1.
Szilas, Nicolas. 2015. “Reconsidering the Role of AI in Interactive Digital Narrative”. In
.
Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Diğdem Sezen, and Tonguç Ibrahim
Sezen (eds), Interactive Digital Narrative. New York: Routledge, pp. 136–149.
Acknowledgements
The authors would like to thank: Dino Audino for having suggested and sup
ported the first Italian version of this volume; Susan Broadhurst for encouraging
the idea of an English edition; Naoko Matsumoto and Hiroto Yotsuda for sharing
their knowledge about RPG and historical games in Japan; Michael Mateas and
the EIS group of the University of California at Santa Cruz, for pointing out some
contributions of relevance for interactive storytelling systems.
The authors would also like to thank Federico Favole for the re-enactment of
DramaTour application, the Information System Division of the University of
Turin and the Department of Informatics for hosting the repositories of CIRMA
and Storygraphia software.
The entire contents of this volume were conceived, shared and revised by the
three authors. The writing was distributed as follows:
� Antonio Pizzo: Chapter 1, pp. 1–20, Chapter 2, pp. 25–33, 38–40, Chapter 3,
pp. 42–44, Chapter 4, pp. 59–70, 75–77, Chapter 6, pp. 130–140, 143–145,
148–156, 159–169.
� Vincenzo Lombardo: Chapter 1, pp. 21–23, Chapter 2, pp. 34–38, Chapter 5,
pp. 80–125, Chapter 6, pp. 140–143, 145–148.
� Rossana Damiano: Chapter 3, pp. 44–57, Chapter 4, pp. 70–75, Chapter 6,
pp. 156–159, 170–172.
1 Introduction
They write the script with one part missing. It’s a new idea. The homemaker,
that’s me, is the missing part. When it comes times for the missing lines, they
all look at me out of the three walls and I say the lines.
(ibid., p. 50)
A few years after the advent of the grand cinema narrative – in the first case – and
then almost at the dawn of television – in the second case – science fiction already
tended to anticipate a kind of more intense spectator participation, both by
assuming greater sensory engagement and by predicting intervention in the fic
tional plot. Either way, participation was made possible by a fictional impressive
new technology.
Not long after, these fantasies began to take shape in the real world. In 1967,
Radúz Činčera, a Czech screenwriter and director, in the Czechoslovakian pavilion
at the Expo in Montreal, presented his Kinoautomat. This innovative system
allowed events narrated in a film on a screen to take different turns depending on
the audience’s reaction. “It involved live actors performing in tandem with a pro
jected nonlinear film entitled One Man and His House in a custom-built 123-seat
cinema with a red and green push button box attached to every seat” (Hales
2015, p. 38). Each member of the audience in the cinema could press the button
at a particular moment in the narrative to choose between two options: the deci
sion of the majority affected the course of the narrative accordingly.
DOI: 10.4324/9781003335627-1
2 Introduction
The quest for a kind of technology that enabled a non-passive attitude on the
part of the audience gained ground when it could be supported by computer
software. In 1966, Joseph Weizenbaum at MIT invented the first simulation of an
artificial agent, Eliza (see Chapter 6, Section 6.1), that impersonated a therapist
with whom users could engage in dialogue. In 1976, Adventure (see Chapter 6,
Section 6.2) was the first text-based adventure that could be played on a compu
ter: since then, a new horizon of possibilities has opened up in the world of
entertainment, creating a range of new opportunities and giving rise to the fasci
nation of interactivity (Koenitz et al. 2015).
1 Dramatic action: the action performed by one agent that has an impact on
other agents in the story.
8 Introduction
2 Narrative action: the action generated by the story itself, which sets its own
narrative direction and has an effect on the audience.
3 The action of the audience: both the cognitive process and the actual intervention
in the system.
In what follows we will describe the first two, while the third will be dealt with in
Chapter 4, Section 4.1.5. Note that while these categories are clearly separate in
theory, in practice, they do not have sharp boundaries and may sometimes overlap.
Although narratives are not always based on the dialogic interaction of characters,
although they may be more epic and less dramatic, it is unlikely that they will not
present some entity whose intentions motivate the course of events. Therefore, the
authors of an interactive narrative must be able to devise meaningful actions.
There are many manuals on theatre, film and television where you can learn how
to design actions that are meaningful and engaging to the audience.
However, here is some general advice. Designing meaningful actions requires a
clear idea of who is acting. We do not refer to the complex treatment of the so-
called character bible, i.e., the various characteristics (physical, psychological,
social) as used in film or television productions. We are simply emphasising that
the story should be based on and focus on agents who are capable of carrying out
Introduction 9
the actions that the author has come up with. In other words: if the author deci
des (for whatever reason) that the meaningful action is John entering the restau
rant, then the passing friend (who greets him on the street), the taxi driver (who
takes him there) and the dog (who sleeps on the sidewalk) do not exist as agents
unless they are needed to make John’s entry into the restaurant more dramatic.
To design units that contain actions that are effective for the purposes of inter
active storytelling, the author must focus on the goals of the agent performing the
actions in the world of the story, avoiding any descriptive, stylistic, or rhetorical
bells and whistles (these can always be added after). Also, the author must have a
clear idea of the goals the action will pursue in the course of the narrative (e.g., it
is important that John enters the restaurant because there is where he will meet
the waiter with whom he will have a passionate romance). So if the author has
decided that one character – John – is the main agent in this plot, then it would
be better if the user’s eventual intervention had an effect on him. This seems quite
intuitive when we think of a first-person immersive VR adventure like Wanderer
(2021, by Mighty Eyes), where the player explores different environments and can
take actions throughout the game. However, not all of these are relevant to the
character. Indeed, the Wanderer works best when the character reaches a flat that
serves as an escape room and also as a hub for many other areas with a similar
structure: the many available actions and manipulable objects have a direct impact
on the character and on the unfolding of the story.
The king died and then the queen died = chronicle (facts)
The king died, and then the queen died of grief = plot (implications)
A SERVANT (Enters the room, panting) My Lady …. (pause) The King has
died. THE QUEEN (turning pale) No! no! (She is short of breath and presses
her hands to her heart) Argh! (She falls to the ground, lifeless) = drama
(actions)
We usually tell and experience stories that follow a monolinear and unidirectional
path (Figure 1.1), regardless of the organisation of the genre as a whole part (like the
novel or the classic film) or as fragmented parts (as in a TV series). Even in narrative
These are the cases where computation can play a key role because it can select an
available sequence of units that match the user’s actions. Whether the user clicks
on a link on the screen or rotates a VR headset, the system’s job (which is more or
less complicated depending on the configuration) is to deliver the part of the story
that is activated by those specific actions and fits a believable plot.
A system of this kind is called generative because it does not control the
browsing along already existing parts of the story, but produces the events and
Introduction 15
strings them together. This can be done either by providing the computer with a
set of rules for writing the story (i.e., describing grammars or constraints as in
Chapter 5, Sections 5.4.1 and 5.4.2) or by providing instructions for handling
goals that motivate the characters’ plans and actions (i.e., planning as described in
Chapter 3, Section 3.2.1). This line of research was richer in the 1990s and most
experiments had as a result a short text that looks like a well-formed narrative
(Sharpies 1997). In these cases, the graph model based on nodes and edges
(typical of hypertexts, either hierarchical or labyrinthine) is not applicable. The
better metaphor to describe the generative model is that of the boat on the river,
as proposed by Tinsley A. Galyean. The boat represents the user’s experience and
the river represents the story. The user can decide how to steer the story (slower,
faster, steady, with interruptions), but the events flow in a certain direction. There
may be moments when the story branches (like a river) into two different con
tinuations. Then the continuation may not depend on the action the user takes at
those moments, but on the actions the user has taken up to that point. In the river
metaphor, the boat will take one of the two streams, depending on where it is
when the river branches: the choice between the possible continuations depends
on how the previous choices have influenced the course of the story at that parti
cular moment (Galyean 1995).
This model still represents one of the most advanced goals in interactive story
telling today, even though it is already half a century old. We can trace its origins
back to the 1960s, when the first experiments with computer-generated stories in
natural language took place (Ryan 2017).
sometimes different from those associated with the traditional image of the author
sitting alone in front of the blank page. The procedural author is someone who is
fully involved in collaborative projects, working out graphs and setting rules. How
ever, this should not be completely unfamiliar. Even traditional novelists often create
preparatory materials that contribute to the final elaboration of the story. For exam
ple, Gustave Flaubert used several detailed sketches, even describing the characters’
emotions, when writing his famous Madame Bovary (Flaubert 1995). The major
entertainment media (film, TV, Internet) have proven that the mainstream products
of creativity and art can no longer be considered the result of a single creative will
controlled by a single author. Most films, TV series and video games are the result of
a very complex collaboration, and the final attribution to a single artist usually has a
symbolic or commercial value. Eventually, even the public has become accustomed to
this collective creativity; we often give credit to some films because they were pro
duced by Pixar, or to some video games because they were developed by Electronic
Arts (EA), even if we do not know the director or designer. The authoring model for
interactive storytelling is always very collaborative, as we will see in the examples.
We cannot clearly delineate the role of the one who writes the story from the
role of the one who programmes the system for interaction, just as we cannot
define a sharp distinction between the one who is responsible for the interface and
the one who programmes the instruments of control. Anyone approaching this
area of creativity must be prepared to develop a strong interdisciplinary mindset
and even deal with problems they would not traditionally face in their profession.
A writer will have to participate in designing the algorithm that strings scenes
together; a programmer will have to write the algorithm that better represents the
rules of a particular narrative genre; a designer will have to figure out which
interface is better for a particular narrative or character.
We agree with the complications given and therefore minimise any attempt to further
categorise. However, we reserve the right to propose categories or taxonomies only
in cases where this is necessary to clarify a practical or design issue.
We have seen that it is possible to divide the design of narrative content for
interactive storytelling into two general families:
� Navigation: the systems have the task of managing already existing content,
either created ad hoc for the system or obtained from external sources where
it was created for other purposes.
� Generation: the system aims to generate the content that makes up the story.
These can be either systems capable of writing short stories in natural language or
simulation games where the world is created and developed on-the-fly according
to the player’s decisions.
Of course, there are also approaches to interactive storytelling that lead to hybrid out
comes, where computation plays a role both in sequencing and in generating and
organising content, where the algorithm contributes in real time to the user’s partici
pation or to the execution of a live event together with performers and other human
operators (see Chapter 5). The greater the emphasis on the autonomy of the algorithm
in generating the story, the greater the attempt to distil and encode the narrative ele
ments. It is precisely the computerised nature of the works that enables the automation
of the processes involved. This automation, in turn, makes it possible to respond con
sistently to the variability of the events narrated. The possible variations include, of
course, the actions of the users, i.e., the person who reads, listens, watches or enacts the
narrative, depending on the modes of participation available. In other words, the more
the algorithm implements the storytelling, the greater the potential participation.
Introduction 19
Although the field of enquiry would include the participatory experience, it is
true that this experience is the result of a complex set of creative choices and
technological solutions that are combined. Therefore, it is difficult to consider user
experience as a prescriptive starting point for design. It is better to treat it as part
of different objectives of our interactive project, balanced by the constraints (eco
nomic, political, technological) that need to be considered. In Chapter 4, we will
discuss the experience of the user in relation to the narrative computer system, but
we will not delve into cognitive, sociological or psychological issues. Here we
simply say that this experience will always be specific, local and transient. A his
torical perspective may suggest more and new categorisations for user participation
in retrospect, but we believe that categorisation will always be the result of analysis
based on existing practices, and that it is less effective when viewed as prescriptive
norms guiding future productions. We only recommend being aware of the sheer
complexity of the field of enquiry and going beyond the boundaries of what is
traditionally considered narrative, as well as taking a very broad approach to what
the user’s participation in the story can be.
The interaction between the components described above is illustrated in Figure 1.6,
which gives an overview of the objects and roles involved in the production of
interactive stories.
In order to define a set of agents, actions and narrative units, a story world is
needed. The engine, then, must account for the specific characteristics of the ele
ments it arranges into a sequence, and must follow rules that are consistent with
the story world and the dynamic elements stored in the database of the system.
Since the engine must be designed so as to be compliant with the other compo
nents, its design should run in parallel with them, although they will be employed
later. Similarly, the display system must enable the interaction of the audience with
the characteristics of the contents it will receive as input from the engine. The
experience of an interactive digital narrative is the result of the well-orchestrated
interplay of these four elements, each of which may acquire greater or lesser
importance case by case. In the following, we will describe and discuss each com
ponent in more detail.
Note
1 A description of the system is available at https://vimeo.com/37364528. The software is
available (free for small personal use and small productions) at http://www.korsakow.com.
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2 Dynamic elements
The units
DOI: 10.4324/9781003335627-2
26 Dynamic elements: the units
was maintained until the eighteenth century. In the textbooks and manuals of the
nineteenth century, the parts of the dramatic action were no longer described in
terms of entrances and exits of characters or changes in scenography, but in terms
of phases of action. Gustav Freytag (1863) proposed five sequences of varying
length (introduction, evolution, climax, fall and catastrophe) and was so influential
that only some years ago Robert McKee (1997) suggested in one of the best
selling writing manuals that every story could be divided into five parts for all
practical purposes (inciting incident, complication, crisis, climax, and resolution).
In recent years, others, such as Syd Field (2005), have claimed that a good
screenplay should instead be divided into three acts.
In the twentieth century, hypotheses about the partition of the story spread in
many directions, based on various models: some success was achieved, for example,
by the 12 parts defined by Vogler (1998), who adapted Campbell’s (2008) hero’s
journey (that dates back to 1949) for cinema.
However, in the countless technical proposals for the composition of dramatic
stories, the idea that there is some form of partition that allows the story to be
segmented into units does not change. Moreover, it is common practice to
assume that the smaller units can be grouped together in a fractal pattern to
form larger units with the same properties (Lavandier 1994). Basically, a scene, a
sequence and an act have the same structure (a similar organisation of actions)
but different scales.
In the specific field of interactive storytelling, the evolution of practices shows
that the notion of the narrative segment has been fundamental since the first
experiments with electronic texts through which the reader could navigate, and
which became known as hypertextual fiction (Box 2.1).
Figure 2.4 Grouping different hypertext’s units and avoiding branching proliferation
We know from psychology that readers structure a narrative text into a series of
events in order to understand and remember the text. Relevant information for
narrative encoding includes (Kurby and Zacks 2008):
� Time and Space information (as the presence of spatial changes, e.g., moving
from one room to another inside a house can be meaningful);
� Objects, given the interaction of characters with elements of a scene;
� Change of Character, revealed by the changes of the subject of a phrase;
� Causes (causal relationship over activities) and Goals (new goal-directed
activities), to be coded as core dimensions of Events.
However, the genre, style and theme of the story may influence the partition by
different criteria. Those we have listed here are only examples. What remains
important for the author is to define a consistent and effective partition system. In
interactive storytelling based on exploration, we can intuit that the partition of the
narrative unit is defined by the change from one place to another (as in Adventure
in Chapter 6, Section 6.2, Angels in Chapter 6, Section 6.6 or Myst in Chapter 6,
Section 6.7). In interactive storytelling based on a well-formed narrative, the
boundaries between units are usually marked by a change of theme in the dialogue
(Façade in Chapter 6, Section 6.11) or the status of the main character in the
world (The Invisible Guardian in Chapter 6, Section 6.17).
It is not difficult to imagine that the system could also manage other sequences,
for example:
If > a Unit tagged 1 has been Presented> Then > Present a Unit tagged 2 OR
Present a Unit tagged 3.
Present unit tag = \ “start”, if Unit tag = \ “start” was presented > Then >
Present tag unit = \ “work”.
In this case, as with the others, the sorting function can generate different
sequences, since the tag “work” describes more than one unit, while maintaining
the logic that determines the whole story (from home to work).
These are different ways of ordering a sequence of units. However, it is impor
tant that the algorithm that sorts the content can function according to the
description metadata provided.
To summarise:
The tag system defined for the DramaTour project (see Chapter 6, Section
6.13), where a virtual character guides visitors through a historic house,
allows users to experience an interactive story during their visit (Damiano
et al. 2007). The categories used to tag the units encode the so-called dia
logue functions. Here are the names of the functions and the corresponding
objectives:
� Prologue (P): introducing the context, the reason for the visit;
� Socialisation (S): meeting the character, welcoming the visitor, providing
coordinates;
� Directional (D): guiding the visitor into rooms, suggesting a direction;
� Phatic (F): confirming the character’s presence, in the case of a long-lasting
visit (the visitor sometimes may stop to carefully observe the site or wish to
have breaks);
Dynamic elements: the units 37
� Ending (E): summarising for the final greetings, wishing a good continuation
of the visit;
� Informative (I): providing information and knowledge concerning the specific
location of the visitor in the residence, the historical characters and events, the
symbols.
The informative function, which refers to the rooms, the historical facts, the
objects contained, etc., requires a variety of tags that reflect the complex nature of
the content. For this reason, a metadata organisation was implemented that fur
ther specifies the informative function with tags distributed along different axes
(Figure 2.8):
� Chronological axis: days and years, which develop along the temporal axis (12
August 1527, 1632);
� Historical axis: characters and facts that have had historical importance for the
residence (Beatrice Langosco, the investiture of King Philip III);
� Object axis: objects and rooms distributed with hierarchical relations of collo
cation (a frame – a painting of King Carlo Alberto – the guard’s room);
� Symbolic axis: symbols and recurring topics in the historical residence, without
a particular order (love and betrayal, religious elements).
The system of multiple tags on the units creates an implicit hypertext that links
the units through chronological succession, object hierarchy, similarity of topic,
and so on. Depending on the narrative goals and the reactions of the user, who
moves freely in the area of the historical house, the system sequences the units by
traversing the axes, jumping from one axis to another, interrupting the informa
tion function with phatic units to make the user pause, or guiding the user to
specific locations. The narrative goals are achieved by trying to apply as much as
possible an ideal visit model that invites the visitor to walk through the different
rooms and present the information in increasing detail. If the visitor moves quickly
between rooms, DramaTour will provide more general information about the
historical site. If, on the other hand, the visitor stays longer in one of the rooms,
DramaTour will elaborate on the history of certain artefacts and also some his
torical gossip about the people who lived in that place (see Figure 2.8).
Figure 2.8 The ideal visit model for the interactive visit in DramaTour
38 Dynamic elements: the units
Another excellent example of unit tagging is the Korsakow system for creating
interactive films, called K-films, starting from a database of units in video format
(we mentioned it in Chapter 1, Section 1.3.4). A K-film project consists of mini
mal narrative units, called SNUs (Smallest Narrative Units), with associated key
words. A published K-movie consists of an HTML interface with a main video
window that starts automatically when loaded in a web browser and other small
visual elements that appear within the interface, such as buttons to load more
video clips.
Each SNU is annotated with this metadata: the keywords, whether the clip
must be an “initial SNU” or a “final SNU”, the number of times the unit can be
used in the generated plot (as referred to as “life” in video games), the possible
display interface, whether the background soundtrack should be disabled while
this clip is playing, whether the clip could be played in a loop, and finally, the
probability that this clip is the result of keyword searches from other clips. All
these attributes can be varied, so that the same unit with different values will show
different behaviour in each K-film. The behaviour of the system is therefore much
more complex than an explicit hypertext, since the sequence of video clips is pro
cessed in real time, starting from the user’s selection. In fact, after an initial clip,
the system calculates the possible sequences (based on the complex tagging) and
proposes the set of possible choices; when the user selects the desired clip, a new
calculation starts, etc.
What counts is the continuous multiplicity of variations between the available
clips. As the film is viewed, new sequences emerge between the clips, and the
viewer perceives that the work is the totality of these possible connections between
its parts, and that each visualisation is always a new and different experience from
the others.
2.6 Exercises
When taking the first steps in interactive storytelling, it can be helpful to draft
simple short stories, with clear actions and with endings that provide closure for all
possible sequences. When conceptualising the story, the author needs to be able to
answer a few simple questions about the narrative: where is the story set? When?
What is the state of the story world in which the narrative is set when the plot
begins? Who are the agents at play? For example, we are in interstellar space in a
science fiction future where a spaceship, sent by Earth to mine a valuable mineral
on an asteroid, meets resistance from an alien spaceship. Depending on how these
elements are taken into account, the author defines the premises and conflicts of
the narrative: the spaceship’s mission is threatened by the aliens. Next, the author
must define the genre and style of the narrative (it is best to draw inspiration from
examples with which the author is familiar), which provide a set of conventional
elements for shaping the story. The author decides on either a collective protago
nist (the spaceship crew, the army) or an individual (the commander-in-chief, the
general) and must remain faithful to this choice throughout the narrative. Finally,
the author must think of the possible endings that result from the changes that the
Dynamic elements: the units 39
different narrative units make from the initial state of the story’s world: the
spaceship defeats the aliens; the spaceship loses its cargo of valuable minerals; the
aliens take over the spaceship.
Figure 2.9 Example of graph with one beginning and two endings
40 Dynamic elements: the units
With Storygraphia software (https://www.cirma.unito.it/storygraphia/) the units
can be connected by edges and the edges can be given labels. A navigation function
makes it possible to test the possible sequences. Each time a story graph is written
(i.e., saved) to a json file, another “storyprint” file is created with statistical
information about the sequences and the units/sequences ratio achieved.
References
Aristotle. 1998. Poetics. Edited by Stephen Halliwell. Chicago: University of Chicago Press.
Bruner, Jerome. 1991. “The Narrative Construction of Reality”. Critical Inquiry 18 (1): 1–21.
Campbell, Joseph. 2008. The Hero with a Thousand Faces. Novato, CA: New World Library.
Damiano, Rossana, Cristina Gena, Vincenzo Lombardo, Fabrizio Nunnari, and Antonio
Pizzo. 2007. “A Stroll with Carletto: Adaptation in Drama-Based Tours with Virtual
Characters”. User Modeling and User-Adapted Interaction 18 (5): 417–453.
doi:10.1007/s11257-008-9053-1.
Dynamic elements: the units 41
Damiano, Rossana, Vincenzo Lombardo, and Antonio Pizzo. 2018. “DoppioGioco. Play
ing with the Audience in an Interactive Storytelling Platform”. Advances in Intelligent
Systems and Computing 611. doi:10.1007/978-3-319-61566-0_27.
Fassone, Riccardo. 2017. Cinema e Videogiochi. Rome: Carocci.
Field, Syd. 2005. Screenplay. New York: Delta.
Freytag, Gustav. 1863. Technik des Dramas. Leipzig: Verlag von G. Birzel.
Horace. 1989. Epistoles, Book II and Epistle to the Pisones (Ars Poetica). Edited by Neil
Rudd. Cambridge: Cambridge University Press.
.
Koenitz, Hartmut, Gabriele Ferri, Mads Haahr, Digdem Sezen, and Tonguç Ibrahim Sezen
(eds) 2015. “A Concise History of Interactive Digital Narrative”. In Hartmut Koenitz,
.
Gabriele Ferri, Mads Haahr, Digdem Sezen, and Tonguç Ibrahim Sezen (eds), Inter
active Digital Narrative. New York: Routledge, pp. 11–21.
Kurby, Christopher A., and Jeffrey M. Zacks. 2008. “Segmentation in the Perception
and Memory of Events”. Trends in Cognitive Sciences 12 (2): 72–79. doi:10.1016/j.
tics.2007.11.004.
Lavandier, Yves. 1994. La Dramaturgie. Paris: Le Clown et l’Enfant.
Lehnert, Wendy G. 1981. “Plot Units and Narrative Summarization”. Cognitive Science 5 (4):
293–331. doi:10.1207/s15516709cog0504_1.
Mateas, Michael, and Phoebe Sengers. 1999. “Narrative Intelligence”. In American Associa
tion for Artificial Intelligence – FALL SYMPOSIUM. Vol. 13. doi:10.1016/S0890-4065
(99)80003-6.
McKee, Robert. 1997. Story: Substance, Structure, Style and the Principles of Screen Writing.
New York: Regan Books.
Speer, Nicole K., Jeffrey M. Zacks, and Jeremy R. Reynolds. 2007. “Human Brain Activity
Time-Locked to Narrative Event Boundaries: Research Article”. Psychological Science 18 (5):
449–455. doi:10.1111/j.1467-9280.2007.01920.x.
Vogler, Christopher. 1998. The Writer’s Journey: Mythic Structure for Writers. Studio City,
CA: Michael Wiese Productions.
3 Dynamic elements
The agents
� having at least one intention, a goal that is the result of its own deliberation;
� performing at least one activity resulting from an intention;
� displaying emotions;
� interacting with the environment;
� interacting with other agents.
As the research and production of interactive stories have developed, the rela
tionship with a single agent initially followed the dialogic model developed by
chatbots, and has later overcome this to go further. In fact, many recent projects
tend towards a social dimension with multiple agents, where the user controls the
behaviour of some characters and interacts with other autonomous characters. In
Chapter 2, we saw that one of the simplest forms of interactivity in a narrative is to
DOI: 10.4324/9781003335627-3
Dynamic elements: the agents 43
allow the audience to choose how to continue the story by selecting one of the
edges in a graph of narrative units.
If the system involves the user’s interaction with a single autonomous agent, the
narrative content of the unit emerges from that interaction. Accordingly, the
system might be able to determine the order of the units by calculating the effects
of the interaction with the agent, rather than following the user’s explicit choice
from a list of possible continuations. For example, in one unit, the queen talks to
the servant, who tells her about the battle against the enemy. Only when she
knows that the king has won (precondition) can the system proceed to the unit in
which she travels to her husband in view of the victory (effect). In this context, the
unit is not to be understood as a given content (a text, a video clip), but as
the result of a certain interaction session between the agents involved in the story
(one of which is controlled by the user). The effects of the units are in fact a
description of a certain state of the world of the story. Basically, the user who
experiences the story influences the unfolding of events through his or her interaction
with the artificial agent (Figure 3.1).
The same principle applies to interactive storytelling, where the user participates in
an action (involving multiple agents), and the sequencing of the units is similar to the
previous case, although the action is more complex. Essentially, the unity of the nar
rative emerges from the arrangement of actions between different agents (including
the user). Even if the user interacts with only one of the available agents, the other
agents react to what happens and the effects of the unit are still the consequences of
the overall interaction. That is, all agents are involved in the action that determines
the effects of that unit (Figure 3.2). For example, the sequence of beats in Façade (see
Chapter 6, Section 6.11) depends on how the player and the two artificial agents
(Trip and Grace) interact (Figure 3.2). Note that even if the player only talks to one
Figure 3.2 Sequencing the units by the interaction with multiple agents in Façade
of the two agents, the other will work out its own response and this will affect the
sequencing of the next beat.
The interaction with a single agent could be developed as a series of sessions
with a chatbot, where the end of a session coincides with the end of the narrative
unit and the beginning of a new session, starting, for example, with a topic cov
ered in the previous session. The case of multiple agents usually requires more
complex programming based on the intelligent agent paradigm. Namely, in this
case, the effects of a unit result from the calculation of the states in which the
different agents find themselves, taking into account their objectives and the plans
intended to achieve them.
The BDI model, developed in the 1980s from the philosopher Michael Brat
man’s (1987) theory of “bounded rationality”, relies on a rational view of beha
viour. Once the agent has formulated and adopted a goal, selecting it for active
pursuit among all the available ones, he/she/it elaborates the most appropriate
plan of action to achieve that goal, and intentionally executes it. Bratman’s theory
is inspired by folk psychology, i.e., common-sense theories of behaviour that
assign meaning to the actions of human beings. Note that this feature is important
for procedural authors because it ensures that the behaviour of BDI-inspired
agents will be readable by a human audience, following what Daniel Dennet
(1987) has called the “intentional stance” that characterises our cognition.
Action plans, then, give to the agent’s behaviour that character of long-term
recognisability and stability which, according to philosopher Susan Feagin (2007),
underlies Noël Carroll’s (2001) notion of “narrative closure”. Feagin has identi
fied in Bratman’s theory the accurate representation of the particular sense of
anticipation (“forward-looking”) that, according to Carroll, makes a narrative
compelling and leads us to perceive the character’s observable actions as a
46 Dynamic elements: the agents
consequence of the premises (their goals) and in line with the expected behaviour
(the ongoing action plan that we recognise as a unity).
At the heart of Bratman’s theory is the notion of commitment, which we might
see as the commitment to achieve one’s goals. This purely human notion has
specific properties that have been formalised in Philip R. Cohen and Hector J.
Levesque’s (1990) logical account of the BDI model. Once committed to a goal,
the agent drops it only under a certain limited set of conditions, which we can
easily attribute to the narrative characters: when the agent fails without appeal
(heroes are resilient; they try at all costs before giving up); when the agent finds
that the goal has already been achieved (accidentally or through the initiative of
another character); when the agent’s motivation has ceased (namely, the goal was
instrumental to the achievement of another goal that was dropped). These features
alone are sufficient to explain many of the behaviours of a typical heroine in an
adventure game:
1 The queen will threaten the captured enemy to learn the place where the king
is held captive.
2 If the threats prove ineffectual, she will order the enemy to be chained by the
neck (thus retaining the same goal, but changing the method of achieving it
until she either succeeds or no method is feasible).
3 If an army explorer arrives with the information she needs, she will immedi
ately abandon this plan (the goal of learning the location of the prison has
already been achieved, regardless of her actions).
4 Moreover, when the queen learns that the war is won and the king returns
home, she will immediately leave the captured enemy and embark on new
adventures (the goal of rescuing the king, which was the cause of the inter
rogation, has been dropped, so the goal of finding the prison is also dropped).
As the above example shows, the BDI agent model assumes the ability to devise
plans, a key component of artificial characters of any kind. In Artificial Intelli
gence, the ability of an agent to select the most appropriate sequence of actions to
achieve a goal is the object of study of automated planning research. For example,
suppose that Evelyn wants to go from home to the university campus: given this
goal, Evelyn might plan a route that includes a walk from home to the nearest bus
stop, a bus ride to the university bus stop, and finally a short walk to the campus
entrance. The sequence of the three steps above can be seen as a plan to achieve
her goal. Note that each of the three steps can in turn be considered as a separate
plan aimed at an intermediate goal (getting to the first bus stop, getting to the
university bus stop, getting to the entrance of the school). Planning can indeed be
seen as a hierarchical construction that is progressively refined to the desired level
of detail: for example, the bus journey includes smaller steps such as boarding the
bus, stamping the ticket, finding a free spot, recognising the right stop, and get
ting off the bus. In real life, but also in fictional worlds, planning requires a certain
flexibility: if there is no bus leading to the university stop, Evelyn must devise an
alternative plan (cycling to the underground, taking the underground, walking to
Dynamic elements: the agents 47
the university). The ability to react to unpredictable obstacles (a bus strike) is
crucial to give naturalness to artificial characters but requires a more sophisticated
approach that keeps track of alternatives in advance.
From the procedural author’s point of view, the hierarchical nature of plans can be
seen as an opportunity, as it allows the author to focus on the more abstract, general
level of a character’s behaviour and leave it to others (humans or machines) to
describe it in detail or to postpone this task to a later time. At the same time, this
example points out that some specific actions (walking, taking a bus, riding a bike)
can occur in more than one plan and that we know exactly under which conditions
they can be performed and why. However it is organised, it is clear that the agent’s
ability to plan its behaviour is based on a specialised source of knowledge in which all
actions known to the agent are stored.
The combination of the BDI model, originally developed as an abstract, logical
model (ibid.), with automatic planning is what characterises the architecture of the
Procedural Reasoning System (PRS). Originally developed to control autonomous
devices such as spacecraft, PRS has transformed the purely logical relationships between
the agent’s beliefs and goals described by the abstract model into a software entity
capable of deliberating and executing its own behaviour autonomously, soon attracting
the attention of scholars in the field of interactive digital storytelling. In PRS and in
subsequent implementations of the BDI model, the bridge between the agent’s goals
and its actions is provided by an automatic planner. Given the agent’s goal, the planner
synthetises from the agent’s knowledge one or more appropriate action sequences to
achieve the goal. Note that in this type of architecture, the knowledge of how to
behave in the world belongs to the individual agent, which allows the author to give
each agent something personal in their decisions. A software implementation of this
model is the language HAP, developed by Brian Loyall and Joseph Bates as part of
Project Oz at Carnegie Mellon University, to program and control artificial characters
living in fictional worlds, such as the cat Lyotard (Bates, Loyall and Reilly 1994).
Over the last two decades, research in interactive storytelling has made consider
able efforts to develop planning systems that generate the behaviour of artificial
characters. The aim of this particular area of research, sometimes referred to as “nar
rative planning”, is to devise strategies for creating and modifying attractive action
plans, intelligible by the audience and, above all, predicable and thus controllable by
the author. In this context, two different paradigms have emerged, both borrowed
from classical AI: Partial Order Planning (POP) and Hierarchical Task Network
(HTN) planning. While these two paradigms can in principle lead to the same agent
behaviours, they correspond to two different approaches to managing artificial char
acters. While the former, Partial Order Planning, can be seen as an implementation of
theatrical improvisation, the latter, Hierarchical Planning, is more akin to the practice
of directing well-designed, carefully constructed characters.
� (Belief) knows the king is at war (the agent’s knowledge of the world);
� (Desire) wants to see the king (the goal that belongs to the agent);
� (Intention) intends to meet him (the plans the agent makes to achieve its
goals).
If we assume that the achievement of a plan brings about a certain state of the
world (in this case, the queen meeting the king), we can also encode the way it
affects the emotional state of the characters, namely that the plan eventually brings
the queen to a state of “joy”:
Considering emotions as mental states of the agent can be a simple and effective
solution to integrate emotions into the behaviour of intelligent agents, but the
broader and more complex question of how to define the generation of emotions
(i.e., which configurations of states of the world, successes, failures can determine
which emotions) remains open. In the context of interactive storytelling, the most
successful way of describing emotions is based on a family of theories called
“appraisal theories” (Scherer 1982; Ortony, Clore and Collins 1988; Scherer,
Schorr and Johnstone 2001): intrinsically utilitarian, appraisal theories assume that
the agent evaluates (“appraises”) the state of the world on the basis of its com
pliance with its own goals, feeling positive emotions, such as hope and joy, when
they are bound to be achieved or are actually achieved, and negative emotions,
such as fear or distress, if the state of the world is evolving in a direction that puts
them at stake.
Dynamic elements: the agents 53
3.3.2 The social component of emotions
The notion of “goal” that we have used so far to describe the purposeful beha
viour of agents shows a relevant limitation with respect to the definition of emo
tions: the agent’s goals in the emotional domain cannot be reduced to the states
of the world that the agent wants to achieve through action plans, but are some
thing elusive, since they belong to the social and moral domain. In appraisal the
ories, the appraisal process includes not only the agent’s goals but also the so-
called moral standards (Ortony, Clore and Collins 1988) or moral values that
determine moral emotions, such as shame and pride. Moreover, all emotions,
moral or not, cross the boundaries of the self and connect agents with social and
emotional ties. In addition to emotions that relate to the self (self-oriented), the
agent also experiences emotions that relate to the other agents (other-oriented),
for example, the queen may rejoice at her consort’s victory and empathically
accept his goals because of her bond with him. Or she may feel blame for the
despicable behaviour of a knight who deserted, and anger in case this behaviour
could harm her part.
In artificial agents, the appraisal theory of Ortony, Clore and Collins (1988)
(often referred to as the OCC model) has been translated into a set of rules for
activating emotions that associate each emotion type with a configuration of
agent’s beliefs, values and goals (Bates, Loyall and Reilly 1994). For example, the
queen’s belief that the king might be killed in the war determines an emotional
state of fear whose intensity depends on the probability of the event. Similarly, her
censure of her knight’s misbehaviour determines an emotion of blame, the inten
sity of which depends on how censurable the behaviour is and how much inten
tionality she ascribes to him in pursuing it. Moral values thus become not only a
secondary, accessory element of the narrated story, but a lever that the author can
pull to control the characters according to a code, emotions, that is easily under
stood by the audience (Battaglino, Damiano and Lesmo 2013).
3.4 Exercises
Starting from a library of actions, a plan can be synthesised in two different ways:
starting from the current state of the world, adding one action after another until
one obtains a sequence of actions that can bring the initial state of the world all
the way to the specific configuration that is the goal state (e.g., prize won, girl
met, etc.); or, taking this final configuration as the starting point, by reasoning
backward, action by action, until one obtains a complete plan whose first action
can be straightforwardly executed in the current state of the world.
In order to enable this kind of reasoning by a formal device (a planner that
controls the behaviour of an agent intended as a dynamic element of the story),
actions must be encoded according to a precise scheme that facilitates the focus
of the procedure, which is to apply it to a given state of the world to determine
how it will change in response. According to this scheme, we encode for each
action its preconditions, i.e., the facts that must be true for the action to be
executable in any state of the world, and its effects, i.e., the facts that will be true
after the action is executed, regardless of the state of the world in which it is
executed.
Dynamic elements: the agents 55
If the plan is well formulated, the effects of each action will make the pre
conditions of the subsequent action true, from beginning to end, or, in planning
terms, from the initial state of the world to the goal state.
An assumption behind this approach is that the way we describe facts is the
same when describing actions and when describing the state of the world: if the
state of the world contains the fact “got key” (suppose we are describing the
action of opening a door) and the corresponding fact in the action preconditions is
“got pass”, a formal system will not be able to match them. So, when doing this
exercise, be careful about the formulation of the facts.
� Action: get_potion
a Preconditions: completed_crossword, be_at_wizards
b Effects: have_potion
56 Dynamic elements: the agents
� Action: give_potion
a Preconditions: be_at_den, have_potion, dish_ready
b Effects: monster_sleeping
Note that we assume that each action affects only those facts that are explicitly
stated as its effects. Thus, it is not necessary to provide an exhaustive list of the
facts that will be true after the action is executed. For example, if the agent is at
the wizard’s place when she gets the potion (be_at_wizards), it does not need to
be explicitly stated that the agent will remain there after she gets the potion, since
this is taken for granted.
In Storygraphia, states can be written following the guidelines defined here, and
assigned as preconditions/effects to each unit. The system also computes the
licensed edges when all the preconditions required by the unit (action) are satisfied
by the effects of another unit (PAINTING mode).
For the sake of completeness, notice that real planning systems explicitly list
also the facts to be deleted after the action has been executed. After going from
the wizard’s place to the monster’s den, for example, the fact that the agent is at
the wizard’s place should be deleted from the state of the world, as it is over
ridden by (and incompatible with) the fact that it is now at the monster’s den;
for simplicity, however, we consider this minor inconsistency acceptable in the
context of this exercise.
� World_0:
� at_home
� imprisond_brother
Now, the first action (getting to the old lady’s hut, for example) can be applied to
the World_0, getting World_1:
� World_1:
� at_hut
� imprisoned_brother
� …
… until the end of the plan. By doing so, it is possible to verify if the plan (or
plans) are sound, making sure they could be manipulated by the narrative engine
(the planner, in this case).
In this exercise, as well as in Section 3.4.5, Storygraphia supports this test through
the Navigation mode, also by selecting the sections of the graph to be explored.
Dynamic elements: the agents 57
3.4.5 Starting from the goal state
As a complementary exercise, reverse the perspective and start creating the plan from
the goal state: in this case, you’ll need to describe it accurately as you have done for
World_0, by stating explicitly all the facts that must be true in that state of the world.
References
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4 Display
Audience, system, emotions
4.1 Participation
DOI: 10.4324/9781003335627-4
60 Display: audience, system, emotions
This dialogue between different schools of thought and disciplines was useful,
however, because it revealed two poles, or rather two perspectives, for under
standing audience participation.
On the one hand (narratology), audience participation is subject to the
requirements of the narrative and thus to criteria such as organicity, structure and
coherence of the experienced story. On the other hand (ludology), participation is
primary and achieves its purpose precisely when it allows the best possible expres
sion of action and control.
In any form of storytelling, the actions performed in the narrative do not merely
provide information about the unfolding of events: they have the important goal
of building the emotional participation of the audience. One of the most impor
tant ways to achieve this participation is to create characters with whom the audi
ence can form some kind of bond. This has traditionally been the task of the
authors of stories for all media (from print to television) and a large proportion of
textbooks devote much attention to this aspect. In the context of interactive
storytelling, this emotional participation must fall within the realm of the system’s
computational competencies. In other words, the system must process emotional
data along with the other various data about the events in the narrative.
In the context of interactive narrative works, agency is mainly defined in two ways.
� Local agency: This indicates the ability to control the immediate consequences
of the user’s behaviour. For example, I press a handle and the door opens, I
fire a gun and the target is hit.
� Global agency: This indicates the ability to change the overall context in which
we act through a structured set of behaviours. For example, I show loyalty to
a character and over time she begins to tell me certain secrets.
In many ways, local agency seems less problematic in its implementation. Even
intuitively, it is not difficult to imagine a logical implementation that can maintain
62 Display: audience, system, emotions
the relationship between the action of shooting an arrow and the effect of hitting
the target. However, it presupposes a more detailed control over the execution of
actions in the story world and the more so, the more the execution resembles the
physical world: The action of opening a door will evoke a greater sense of agency
if it is represented by the action of a hand on a handle rather than a button you
have to click on the screen. A narrative that wants to combine a highly structured
narrative sequence with the possibility of audience control could be structured as a
combination of episodes in which the user’s actions are given great freedom and
immediate consequences, with less free moments in which the results of those
actions are used to drive the narrative in a particular direction. This is partly the
structure used by many adventure games. When the actions performed reach a
predefined goal, a new clip is triggered that concludes the previous sequence and
leads into the new chapter (Figure 4.1). In summary, there is a clip that introduces
the story and the environment, followed by an episode in which the player has a
great deal of freedom of action.
However, the question remains how to ensure that the sum of the actions car
ried out can influence the subsequent chapters, or even how they can emerge from
the interactions undertaken so far. This is a complex problem with several and
different solutions, some of which concern planning (Chapter 3) and others the
automation of the action and the dynamic elements (Chapter 5).
There is no doubt that global agency has been implemented more and more
over the years: consider, for example, the evolution from the very limited options
players had with story elements in Dragon’s Lair (1983) or Mad Dog McCree
(1990), to the many and complex options available in Assassin’s Creed: Odyssey
(2018), or the consequences that behaviours have in the relationships between
characters in The Walking Dead (see Chapter 6, Section 6.14).
Figure 4.1 Local and global agency in a videogame structure with cutscenes
Display: audience, system, emotions 63
by the availability of increasingly powerful computers. That is, computers are able
to process larger amounts of data and faster. This computing power can increase
global agency because the system can calculate the complex dependencies that the
user’s choices have on the unfolding of the narrative at a high level: for example, if
the user shows an attitude towards political strategy, the system could, over the
course of the narrative, create the conditions for the user to embody the role of
“foreign minister” rather than “army general”. Chris Crawford describes the rela
tionship between computer activity and media resources as the opposition
between Process Intensity and Data Intensity or, in other words, the extent to
which a program emphasises processes (algorithms, equations and branches) over
data (tables, images, sounds and text). In the first case, the program spends most
of its time crunching numbers; in the second case, it mainly moves bytes around
(Crawford 2003). The value of process intensity corresponds to the ratio of com
putations to multimedia resources processed by the system. If an interactive
storytelling work (a game or other type of work) only triggers the playback of
multimedia content in response to the user’s interaction, then we are talking about
data intensity, i.e., the code does very little work and the system essentially reads
bits from a memory (offline, online) and displays them through the device. If, on
the other hand, interactive storytelling processes, elaborates or generates multi
media resources, then it is about process intensity. The more resources are gener
ated in real time and with the help of algorithms, the higher the process intensity.
In Chapter 5 we will see how this can be understood more precisely as the level of
automation with which the narrative engine intervenes in the construction of the
plot and the generation of the dynamic elements. At the current state of techno
logical development, we can assume that there is a direct relationship between the
intensity of the process and the richness of interactivity. If the system allows the
user a high level of interactivity and control, then it is necessary to invest in the
coding of computational processes that constantly analyse the interaction and thus
support the control of the story. This means that sequences, and perhaps the
resources that compose them, are created on the fly in response to the user’s
actions, while computational effort is devoted to maintaining narrative coherence.
In Façade, for example, not only is the sequence of scenes in the plot created on
the fly by the narrative engine, but in each individual scene the actions of the two
artificial characters are organised into coherent behaviour in real time, taking into
account the actions of the player. Although rich interactivity can be achieved with
the increase of offline resources (data intensity), it is reasonable to conclude that a
higher process intensity corresponds to a greater richness of interactivity (Mateas
and Stern 2007).
[A] reader, whether of Charles Dickens or Henry James, is likely to feel that
the fictional world she has inferred from the novel is in some final sense mys
terious and unknowable, beyond her grasp, beyond that of even the most
willing author. By contrast, the reader of a finite interactive text is likely to feel
that she can know and master this fictional universe … The genre imitates
action, rather than reflection, since if one makes a mistake and one’s persona
is killed, it is a simple matter to start over again
(Niesz and Holland 1984, p. 122)
Display: audience, system, emotions 65
The sense of control enables the user to participate as an agent in the story. That
is, it is not enough to ‘do things’, but the user must feel that they have power over
the flow of events. This is an element whose central importance in a video game is
also intuitively understood: players must know that they have the means to “win”
and they must not, under any circumstances, find that they are winning without
having intended to do so. In this case, the intention underlying the action, the
guiding principle of the rational action model (which has been incorporated into
the BDI model – Belief, Desire, Intention – see Chapter 3, Section 3.3.1), would
indeed be missing. But in other contexts, where the nature of interaction is less
traditional and structured, some new solutions and strategies open up. In the show
Best Before (2010) by the German theatre company Rimini Protokoll, each audi
ence member in the stalls was equipped with a gamepad with which they con
trolled a small ball in a three-dimensional virtual space projected onto a large
screen on stage (one ball per audience member). The performance was divided
into scenes and for each scene an actor invited the audience to move the ball (to
go to one side, jump, etc.). Although this was already a fairly advanced form of
interactivity for the context of a theatre performance with a large audience, it was
quite clear that these actions did not have a significant impact on the narrative of
the performance. Of course, the lack of real influence on the unfolding of events
could be understood as a desire to expose as fictitious the sense of control evoked
by interactive media, implying that we live in a world that deludes us into believ
ing that we are active participants while we are merely passive consumers. In
theatre performances, the responsibility for the unfolding of the narrative is often
left to the actors, while interaction devices are mainly used in two ways: as a tool
for the actor to control in real time certain media content (video, sound, etc.) that
augments the story, or as a way to involve the audience through playful activities
that somehow contribute to the construction of the story world. In this sense,
Marcel·lí Antúnez Roca is a good and clear example: throughout his career, the
Catalan artist and founder of Fura dels Baus has developed software and built
devices that enable both types of interaction. In Afasia (1998), he presented a
story loosely based on the Odyssey, commanding the content in real time; in Pseudo
(2012), he was the storyteller, asking the audience to use various devices so to
participate in the staging of Pirandello’s The Mountain Giants (Antúnez Roca
2015; Pizzo 2016). These examples show that prompts for participation can
change, depending on the context, and have different goals and outcomes,
depending on whether they are mediated by a human component or fully mana
ged by the system. However, these examples also show that in each case, beyond
control over the development of incidents, participation must be implemented
through meaningful actions.
The interaction strategy itself becomes an activating element for user engage
ment. In non-interactive narratives, one reason we engage with the story is
because of the continuous unveiling, and resulting understanding of what is hap
pening and why: that is, the compelling power of the narrative depends on the
inferences we draw about the unfolding of events. This is also true of interactive
entertainment, but in addition to inferences about the unfolding of events, there
66 Display: audience, system, emotions
are also inferences here about the mechanisms that drive participation. Basically,
we become involved both by discovering the content of the narrative and by dis
covering the ways in which we can participate.
Asking someone to click on a link on the screen, answer a call, move around a
room or operate a device will result in different actions by the participant and
different narratives. Just as we intuitively assume that some actions are suited to
certain characters and certain environments (mastering the art of the sword is
typical of a soldier in the time of the Crusades, being quick with a gun suits a
cowboy in the American Wild West), so too some actions are better suited to
certain types of interactive works. In other words, the story world is closely related
to what is meant by the notion of “display”.
In a live action role-playing game simulating a war battle, players should have
maximum freedom of movement and be able to handle their weapons; in a guided
tour of a historical site, it would be impractical to ask visitors to type in long lines
of text to get information. It is up to the authors to determine the type of actions
that users must or can perform in order to make the event they are participating in
meaningful.
� Regardless of the extent of the overall interactive story, the unit must suc
cinctly express the agent’s intention (e.g., the unit in which the queen sets out
to reach the king must focus on her intention to find out if the king is still
alive).
70 Display: audience, system, emotions
� Each unit must allow a response/action by the user that is relevant to the
narrative (e.g., the user must be able to decide whether the queen meets the
king or not).
� Actions within units must take into account previous interactions (e.g., if the
servant has already told the queen that the king has died, it is not plausible
that the queen will go looking for him).
� The agent must show some value at stake that makes the actions (of the
character and the user) relevant (e.g., the queen believes in the indissolubility
of marriage).
� First, for each scene unit of the event, the interaction and control devices, the
performance data to be collected, the type of processing, the outputs to be
presented and the timing must be determined.
� For shows or events with actors or performers whose actions build a story but
also allow audience participation using specific technologies, it is important to
define the organisation of turn-taking that allows the system to capture and
process information about the audience’s behaviour. In this way, the system
will be able to return the data defined by the authors (the actions to be per
formed, the content to be shown, etc.).
� In cases where the event foresees collaboration among audience’s members,
without performers or other intermediaries being present, it is important that
the units clearly indicate the modalities and timing of participation.
The units in the story graph were labelled according to the emotion items in the
GEMEP model. Each of the topics included in the performance was designed to
evoke different emotions depending on the selected units.
In recent years, the relevance of emotions in interactive storytelling systems has
gained more and more ground, pointing out the need to endow systems, no
matter if they are based on the hypertext model or using generative models with
some kind of computerised representation of emotions, so that the experience of
the interactive story induces an intense and rich audience participation.
4.5. Exercises
This chapter has shown how media production and interaction design characterise
the outcome of interactive storytelling. We have seen how units and behaviours of
agents can be displayed by media devices and how the audience can participate in
the interactive storytelling. In particular, we have focused on the tasks that authors
need to consider in order to create an effective and engaging bond with the user.
The reader can design the interface of the interstellar mission of the spaceship
Sirius: the layout for the development of the story, the audio and visual design,
the decisions that the user makes.
The Storygraphia software provides an exporter for the Twine editor. Twine,
which is discussed in Chapter 5, is a widely used editor for hypermedia stories that
allows direct publishing on the web. In particular, it generates an HTML file that
is interpreted by a browser. Once exported to Twine, the interactive story can be
enriched with images, videos and sounds to convey a multimedia display of the
story. Also, links between passages (as the units are called in Twine) can be enri
ched with media, designed to require user intervention as the story branches out,
and can be augmented with multimedia support for decision-making. Finally,
possibly sophisticated behaviours can be coded in Javascript, for authors with
programming skills.
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Cavazza, Marc, Jean-Luc Lugrin, David Pizzi, and Fred Charles. 2007. “Madame Bovary
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5 Engines and systems
Supporting creativity and dramatic tension
DOI: 10.4324/9781003335627-5
Engines and systems 81
sabotage certain directions. The challenge is to ensure that the users feel they can
influence the direction or outcome of the narrative experience, while ensuring that
the experience is consistent (see the relationship between action and control in
Chapter 4, Section 4.1.5).
� Authorial intent: To what extent are the author’s intentions able to control
the interactive narrative system? Systems range from highly constrained
(strongly story-centred) to loosely constrained (typically character-centred or
emergent narrative).
� Autonomy of agents: To what extent are agents autonomous? Systems range
from not very autonomous characters (totally controlled) to systems in which
the agents act totally free from the control of the system.
� Player modelling: To what extent does the interactive narrative system seek to
model the individual differences between various users, so that it can control
the narrative by preventing or responding as quickly as possible to actions that
deviate from the narrative intent of the system?
Systems can be classified in many ways, starting with orientation towards the
author or towards the user, respectively. We consider the approach used in realis
ing the dynamic elements of the plot and the database respectively, starting with a
high-level view of the two components. At a high level, there are systems that
82 Engines and systems
generate the plot starting from the elements of the database (e.g., the historical
system TALE-SPIN; Meehan 1977); other systems generate the database starting
from the plot (e.g., again the historical AUTHOR; Dehn 1981). Consequently,
the pivots of systems like TALE-SPIN are the goals of the characters, i.e., the
agents present in the database; the pivots of system such as AUTHOR are the
goals of the author, i.e., the whole story from which the goals of the individual
characters descend. We find the same dichotomy in story-oriented systems (story
centred), which work mainly on plot generation, taking into account both the
author’s and the characters’ goals, compared to character-oriented systems (char
acter-centred), which work for the realisation of the single objectives in an emer
gent story perspective. In general, as we will see, it is very common to see
authorial goals as constraints, understood as the occurrence of certain events or
the adherence to certain structures, to be addressed in the generation of the plot;
in these systems there is little or no automatic database generation. In general, the
database is usually poorly supported by the systems, and in the storytelling com
munity, unlike games, the creation of the database is up to the author. One of the
main reasons for this is also that the quality of the database is closely related to the
quality of the story, i.e., the success of the generation technique depends on a
high-quality universe created by the author.
The system model could be based on concepts derived from narratological
theories, in addition to those developed in creative practice (e.g., the goals of the
characters or the author). The derivation of the model from known concepts in
narratology or from artificial intelligence techniques applied to dynamic elements
of the plot or database is the basis of many empirical systems, as well as systems
oriented to particular domains of applications (e.g., narratives built on role-play
games), for which highly specific models can be devised. However, integration is a
high engineering enterprise.
For a detailed description of the characteristics of storytelling systems, we refer
here to the approach given in (Kybartas and Bidarra 2017), which uses a system of
axes ranging from the manual creation of plots or dynamic elements to their
complete automation. Most systems are obtained by characterising the compo
nents at some mid-point between the totally manual and the totally automatic
implementation, with possible combinations of partial automation components.
Indeed, both the composition of the plot and the creation of the dynamic ele
ments of the database can be automated to varying degrees, resulting in a greater
or less control by the author.
For the plot case, we can identify the following characterizations:
Similarly, though less frequently, storytelling systems can act on the database. Also
in this case, some operating modes can be identified.
The existing systems show various degrees of the two components, depending
on the application fields they are intended for. The system has a strong influence
on authoring; tools, techniques and even interfaces reduce the perceived presence
of the machine for the audience/user and for the authors.
A rule always starts with a situation to which it applies and then follows with one
or more things to do. In the example below, the situation is “Before grabbing the
box”; the player is trying to lift the box, but, wearing a hat, the latter falls into the
box while the player is bending over to lift up the box (the system delivers infor
mation with the SAY keyword).
Before taking the crate:
Inform 7 works with hundreds of rules, some of which are quite complex; there
are also default rules that prevent unfair situations, such as putting the box inside
itself or dropping something that is already on the ground (basic rules for realism).
The systems seen so far do not impose any characterising aspect on the creation
of stories. However, it is possible to impose a plot structure and force the author
to insert the units into that structure. They become real assistants (according to
the idea introduced by Lubart 2005), trying to superimpose a narrative form on
the composition. They still fall back on authorial systems, mostly aimed at the
linear world. Some systems simply recall the structure of acts and scenes, inviting
the author to fill in the different sections (e.g., STORYBOX 2), or they implement
the form of scripts and novels to facilitate writing (e.g., SCRIVENER), without
being oppressive. Storygraphia (Lombardo 2022), the authoring tool that is a
companion to this book, provides environments to support well-known narrative
structures (https://www.cirma.unito.it/storygraphia/; see below).
When discussing manual authoring tools, a mention is deserved for film
authoring tools, that are systems describing scenarios to be visualised, then possi
bly shot or animated. For this reason, interfaces, instead of some hypertext, often
recall storyboards and it is possible to link multimedia elements. The pioneer
86 Engines and systems
European project INSCAPE (Interactive Storytelling for Creative People)5
released a prototype of an integrated collaborative tool for interactive storytelling,
which supports multiple formats and devices. As the interface is based on the
notion of a storyboard, the author is invited to work at the speech level and to
include graphic realisations and possibly programming code for the behaviour and
emotions of the characters. The plot is controlled through possible paths on the
storyboard.
Over time, the functionalities of the systems that implement graphic storyboards
have been taken over by game engines, such as Unity,6 which have become the
industry standard application for this task and could be listed together with the
storytelling systems (Shibolet and Lombardo 2022). Their specificity is storytelling
in an immersive environment, such as the virtual or augmented realities, through
different devices, such as stereoscopic 3D screens and headsets. Their usability has
recently grown, because of the availability of 3D models in web stocks, often also
provided with code for the realisation of behaviours, which free the authors from
the need to have programming skills.
Finally, we also mention Storytron, an all-encompassing experimental system
(Crawford 2013), downloadable from the GitHub repository.7 It is a very com
plicated system, as its own authors declare. The notion of event is based on the
verbs and the roles it requires as participants in the represented action: for exam
ple, the verb Go manages at least two roles, the one who goes (linguistically, the
subject) and the destination place (the so-called argument of the “motion to
place” frame). When the engine encounters an event, it tries to map the roles of
the verb associated with the event with the participants (actors) of the story: the
correspondence is managed through conditions and generates reactions (including
the emotional ones of the participants). The actor who interprets a role has a series
of behavioural options available, and one of these, the one chosen by the actor,
becomes a plan. The execution of the plans, carried out by the engine, eventually
generates the events.
All these systems (with some distinctions) require manual management of both
the plot and the database elements. They provide generic patterns for the creation
of the dynamic elements and visualisation, but usually do not intervene in deci
sions about the evolution of the story plot or in determining the elements that
populate the story world.
Each phase has functions associated with it. Functions, in turn, are grouped into
categories:
Even if the order of the sequence is always the same, some functions may not be
present or be repeated to be successful (it seems that there is an adequate number
of repetitions); the plot is built from the composition of the functions. To create a
tale, one can take any function of category A, then one of the possible B’s, then
one C, necessarily followed by any D, then an E, and so on. The functions are
distributed according to the dramatis personae following their own style and
becoming stories (of course, the author should keep in mind motivations, con
nections, and other additional elements).
The author, in addition to this clearly procedurally deterministic description, must
comply with a set of constraints: the sequential order of functions, the dependencies
between functions, and the requirements of the defined functions. However, the
author can take advantage of some freedoms: omission/use of functions, means by
which a function is achieved, character/function assignments, linguistic expres
sions. Each character is compliant with a set of functions, which determine the so-
called sphere of action: for example, the hero generally appears in the onset and
performs the functions of consensus, departure, test, and reaction; on the con
trary, the antagonist may appear suddenly at some point, but then re-appears and
is associated with harm, fighting and hounding.
Engines and systems 89
Propp’s morphology, described precisely but informally by its creator, can be
encoded in a formal language. George Lakoff proved in the 1970s, following
Chomsky’s discoveries in linguistics, that the story grammar needs a complex device
to be encoded (Lakoff 1972). One possible device is a state diagram; we see an
example in Figure 5.1, taken from his original article. The circles or nodes represent
states, while the arrows or edges represent Propp functions. By inserting a category A
event, one can go from (initial) state 1 to either state 2 or state 3; from state 2, the
story moves to state 3 with a category B function and to (final) state 4 with a category
D function; being in state 3 it is possible to remain there for a long time with category
C events until a category D event causes the transition to state 4.
Although Lakoff’s goal was to show that devices of this type and expressive
ness cannot represent the whole of Propp morphology, it is quite clear how to
build a formal model to move from Propp’s informal description to a real pro
gram. His formal rules could describe the functions that make up a story as
described by the Propp model. We can state that a story (formal category symbol
Plot) consists of two sequences, the complicating one, called CS (Complicating
Sequence) and the resolving one, called RS (Resolving Sequence). Each of these
sequences is in turn composed of other sequences of symbols, as shown in the
hierarchy in Figure 5.2.
Figure 5.2 The syntax of Lakoff’s grammar is represented in the form of a hierarchy
Notes: The symbols, from root to leaves, represent: Plot (Plot), CS (Complicating
Sequence), RS (Resolving Sequence), HS (sequence that leads to lack of help for the hero),
C (complication), DS (sequence of obtaining the magical means), R (resolution), Int
(interdiction), Vio (violation), Cv (Complication due to wickedness), L (departure), D
(donor who interrogates, tests or attacks the hero), E (hero who reacts appropriately), F
(hero who receives the magical agent), G (hero who uses the magical agent), H (fight), I
(victory), K (end of bad luck), Rew (reward).
90 Engines and systems
In the actual generation of the story, one must imagine that each category
symbol corresponds to a specific event that implements the scheme. Take, for
example, the following specific events classified into categories:
The story is generated by what is called a rewriting process, in which at each step
a symbol, starting from the root Plot, is replaced by the sequence at the lower
level of the hierarchy, until at the lowest level all the categories mentioned are
completely replaced by the actual events. Traversing the hierarchy from top to
bottom results in the following replacements (we use the symbol “+” to mark
the concatenation of symbols; in each row, the replaced category is printed in
bold):
1 Plot ->
2 CS + RS ->
3 HS + C + L + RS ->
4 Int + Vio + C + L + RS ->
5 Int + Vio + C + L + DS + R + K + Rew ->
6 Int + Vio + C + L + D + E + F + G + R + K + Rew ->
7 Int + Vio + Cv + L + D + E + F + G + R + K + Rew ->
8 Int + Vio + Cv + L + D + E + F + G + H + I + K + Rew
(Int) Ivan is warned not to leave his sister alone at home. (Vio) Ivan violates
the warning. (CV) A dragon kidnaps Ivan’s sister. (L) Ivan discovers the
misdeed and sets off in pursuit. (D) Ivan meets an old man who asks him a
riddle. (E) Ivan solves the riddle. (F) The old man gives Ivan a horse and a
sword. (G) The horse carries Ivan to the land of the dragon. (H) Ivan fights
with the dragon. (I) Ivan kills the dragon with the sword. (K) Ivan releases his
sister. (Rew) Ivan receives a medal of valour.
Engines and systems 91
The rewriting mechanism is not expressive enough to represent the stories in a
correct form. In fact, as also happens in natural language, some functions are
implicitly linked to each other, and this implicit constraint is not expressed in the
grammar. Propp mentions two types of constraints:
� links between the categories: for example, H1, fight in open field, is linked to
I1, victory in open field, or L11, spell, is linked to K8, breaking a spell;
� the necessary precondition for which some later event cannot happen unless
some previous event has already occurred: for example, the hero saves from a
kidnap only if a kidnap has occurred. However, some variations are allowed
(saving in different forms, regardless of how the chase started).
The presence of these pairings, which sometimes occur at long intervals in the
development of the story, makes the formal representation of Propp’s morphology
of the story with the mechanism of hierarchy in Figure 5.2 impossible. Lakoff’s
work demonstrated the theoretical need for more sophisticated computational
devices, such as planning formalisms.
Despite this fact, the ease of (partial) formalisation and the introduction of
structural simplifications and constraints on the narrative field, Propp’s morphol
ogy and the notion of narrative functions have been widely used by developers of
interactive storytelling systems. Grasbon and Braun used Propp’s morphology to
build an authoring tool for interactive fiction (Grasbon and Braun 2001): in this
system, the author manually creates segments of a narrative for each of the func
tions defined by Propp, and the system generates a narrative guided by a Propp
based grammar. Unlike Lakoff’s theoretical work, here the author ensures that
illegal pairings do not occur in the implemented system. Lakoff’s grammar and
Grasbon and Braun’s engine show two different approaches to plot automation.
While both systems rely on the same underlying structure, the first approach fully
automates the plot generation, while the second approach addresses the challenges
of creating narrative experiences by guiding the player along a certain path in the
story. The system implements a regulating function during a game/navigation/
interaction session. The adjustments also concern some features of the interactive
story, such as the achievement of suspense or dramatisation, or even the genera
tion of new content to help structure the interaction into a coherent narrative
experience. This tuning function is often assigned to a software module in the
system, known as drama manager (Mateas and Stern 2007; Roberts and Isbell
2008).
Campbell’s The Hero with a Thousand Faces (Campbell 2008), which echoes
the spirit of Propp archetypal rules, has also inspired the creation of interactive
fiction systems. Research centre L3i of University La Rochelle created an inter
active storytelling system using a generalised plot grammar, to be customised for
various stories (Champagnat, Delmas and Augeraud 2010). Again, the author
must manually create the content for each of the stages of the so-called “hero’s
journey”, while the system is mostly responsible for generating the high-level plot
structure. Benjamin Colby (1973) developed a grammar aimed at the specific
92 Engines and systems
encoding of Aboriginal folk tales. Colby’s grammar, rather than defining a rigor
ous sequence of events, creates a sequence that consists of three main categories of
events, namely motivation, engagement and resolution. Again, the generation
occurs through the application of a set of rules, with the final step assigning a
specific event (called eidon) to each category. However, Colby departs from the
sequential structure imposed by Propp to allow for a more unique and varied plot
structure, without imposing a rigid order.
� Time constraints: Since the visit had a duration limit, the development of the
narrative had to take place in a certain time interval; so, some units, called
Engines and systems 93
directive units, contained invitations to move quickly towards the exit, in case
of a slow visitor; other units, called phatic units, contained distraction actions,
in case of a hurrying visitor.
� Discursive constraints: The elements addressed in the narratives (objects,
events, historical characters) were always introduced and then possibly recalled
(e.g., it was necessary for the character to be credible to avoid introducing
some item twice).
� Communication constraints: Basic social behaviours so that the character
could acquire credibility and improve user engagement (e.g., greeting the
visitor at the beginning and at the end, introducing himself as a guide/
narrator).
� Topological constraints: At a certain instant during the narration, the active
unit ought to refer to the room where the visitor was located (e.g., the room
in which he was, the objects contained in it, a historical character linked to
those objects).
� Information constraints: Expressed as preferences for the continuation of a story.
� Focus constraints:
a Keep the focus on the current topic (e.g., from some artwork to the artist
who created them).
b Move the focus to a sub-topic of the current topic (e.g., from a piece of
furniture to some of its details, or from an artist to her/his time, accord
ing to mereological knowledge).
c Shift the focus to a secondary topic with respect to the current topic (e.g.,
from a historical character to her/his love affairs).
Some constraints are binary (temporal or communicative constraints), while others
are interpretable (informative constraints); therefore, the system may be faced with
the task of choosing between several continuation units. We consider a database
consisting of the following units:
In particular, after the initial greeting (Comm 1), Carletto takes some time (Phatic 1);
then, the system gives priority to the topological tags, so Carletto addresses the
building in general, which is introduced (Inform 1); then Carletto proceeds to the
sub-topic of the owners, with the first owner (Inform 3), followed by the first Savoy-
family owner (Inform 4); realising some delay on the visit, Carletto invites the visitor
to move quickly (Directional 1); finally, he greets the visitor (Comm 2). As we can see,
the labelling is composed of tags of different kinds, on multi-dimensional vocabulary:
sub-topics (the owners of a building), continuation of topics (chronology). With a
database of a few hundred units, the stories become interesting and varied.
In the intermediate cases, in which grammars and templates are coupled to con
straints, there are more built-up algorithms that manipulate the plot generations
given by the basic grammar. For example, the GESTER system (Pemberton 1989)
was a plot generator that relied on a detailed plot grammar of epic narratives in
ancient French. The grammar was broken down into specific events, with causes and
effects, and a set of rules accounted for the relationships between characters and the
objects in the story world. System Brutus used plot grammars composed with other
constraints for the construction of traditional tales. Although Brutus succeeded in
creating complex stories, it was limited to the domain of betrayal: these features
highlighted the complexity that derives from the passage from general narrative
template (such as grammars) to the generation of actual narratives (also driven by
additional constraints) (Bringsjord and Ferrucci 2000).
◦ reaction-news-escape (shylock)
� Receiving, by Antonio and Shylock, of the court verdict on Antonio’s default
case;
Table 4.1 The four ways of representing the actions in the interactive The Merchant of
Venice, depending on the POVs
Preconditions pov (shylock, pov (shylock, pov (antonio, pov (antonio,
victim) and … ruthless) and … victim) and … risk-lover)
and …
Actions loan-favour loan-intent loan-cautious loan-arrogant
(shylock, anto revenge (shy on-risk (anto on-restitution
nio, venice lock, antonio, nio, shylock, (antonio, shy
rialto) venice-rialto) venice-rialto) lock, venice
rialto)
Manifestations Shylock, a Shylock, intent Antonio, a Antonio, a
patient victim, on revenge, loyal friend, carefree risk-
does Antonio a lends money to borrows the lover, borrows
favour by lend Antonio provid money from money regard
ing him money ing for the Shylock, fully less of the
penalty aware of the consequences
risks
Effects signed-loan signed-loan signed-loan signed-loan
agreement (shy agreement (shy agreement agreement
lock, antonio) lock, antonio) (shylock, anto (shylock, anto
and serene (shy and gloating nio) and wor nio) and indif
lock) and … (shylock) and … ried-about ferent-to-pen
penalty (anto alty(antonio)
nio) and … and …
98 Engines and systems
The POVs of the characters lead to the production of variants of the linear
story: a certain narrative action (e.g., the signing of the contract) is presented dif
ferently depending on the perspective of each character taking part in the action.
The common effect is that Antonio and Shylock signed a contract for a money
loan, but they differ from the other effects and preconditions because of the
POVs. For example, an effect for Antonio is “indifferent to penalty” when the
POV is that of a risk-lover, while he is “worried about penalty” when the POV is
that of a victim. Table 4.1 also contains actions, such as planning operators, which
change the character attributes. In this case, we have represented the actions in a
notation inspired by the PDDL 3.0 planning language, in which the predicate of
the actions (formed by a symbol and the arguments) is accompanied by the pre
conditions (required for the action to be executable) and its effects (or post-con
ditions that apply after execution). The actions are written in the form of a triple:
the actual action (the third argument is the place where it occurs), the precondi
tions (joined by “and”, which means that they must all apply) and the effects
(joined with the logical “and”). The 3-dot spaced ellipses mean that preconditions
and effects can be formed by a long list of predicates, joined by “and”.
Once the set of actions has been compiled for each POV, it is necessary to find
a way to control the generation of the plot; in other words, constraints must be
placed on planning by representing desirable conditions in a narrative variant.
When these conditions become true, we get at the selection of actions or opera
tors that enrich the narrative or increase the pace or suspense. The author identi
fies the database predicates that fulfil these conditions and includes them as
constraints (e.g., the signing of the loan agreement, discussed above). Further
more, a constraint may only be relevant for some POVs. For example, in the
context of the pound of flesh subplot, the agreement between Shylock and Anto
nio must have been signed before receiving the verdict of the court that resolves
the dispute.
The constraints and the order in which they are applied form a precedence
graph. The engine algorithm runs a cycle that includes all the constraints and
selects them one at a time, taking into account the partial ordering described by
the precedence graph. Once a constraint is selected, the plot generation algorithm
creates a planning problem that aims to satisfy the selected constraint, given the
current goals of the characters (e.g., signing the agreement). If a plan can be
found, then the algorithm performs all the actions included in it; if this is not
possible (no plans are available for the selected constraint), re-planning is required
(e.g., in case the user has changed the state of the world or has requested a change
of POV). All constraints must be considered, one at a time. Once all the con
straints have been taken into account as input to the process, the final goal is
addressed, possibly re-planning, in case of user interaction.
Figure 5.3 shows two stories generated for the interactive The Merchant of
Venice. On the left with POV risk-lover for Antonio, on the right with POV victim
for Shylock. Constraints selected by the generator are highlighted (A1-C1-A2-A3
A4-C2-C3-A5-C4, left, S1-S2-C1-S3-S4-C2-C3-S5-C4, right) and are preceded
by the sequences of narrative actions selected to carry them out. The one on the
Engines and systems 99
left shows a risk-lover Antonio who borrows money with confidence and con
tinually refuses to take personal risks, even when he is taken to court for non
payment of the loan. It ends with Antonio celebrating his release. In the right-
hand variant, Shylock lends money in friendship and shows mercy when Antonio
defaults on the loan. It ends with Shylock receiving gratitude but showing sadness
at his daughter’s escape.
Finally, we address a quantitative idea of what the author has to deal with
manually in this rather limited case, namely this subplot of The Merchant of Venice
interactive. The database consists of about 200 generic narrative actions (a kind of
schemata with undefined participants), which become about 1500 instantiated
actions (i.e., with assigned participants). There are also about 150 constraints in
the story world, of which an average of 15 are used in the generation of the plot.
100 Engines and systems
Planning has played a fundamental role in interactive storytelling beyond the
creation of intelligent agents (see Chapter 3, Section 3.2), and has also been the
terrain of numerous experiments in plot generation. For example, as early as the
1980s, the Universe system was developed to generate linear “soap opera”-style
plots. Planning was used to generate events that aimed to cause dramatic conflicts
between characters. The system also included a rudimentary model of the char
acters’ emotions, such as well-being, mood and intelligence. These traits acted as
constraints for events: for example, it could be stated that only characters with
little kindness and high promiscuity can engage in relationships with other char
acters. Furthermore, UNIVERSE could go on indefinitely, constantly creating
new twists to stay in tune with the long soap operas that inspired it: the author
had to create episodes (as happens in soaps), each with its own goal, as well as
setting an overall goal for the full plot (Lebowitz 1985; Riedl and Bulitko 2013).
The format of the TV serial drama, probably because of its commercial pervasive
ness, has continued to provide research ideas for systems that generate plots open
to audience intervention. In the 2000s, Friends was the basis for an experiment in
interactive form (see Chapter 3, Section 3.2.3) (Cavazza, Charles and Mead
2002); in the same decade, the Gadin system experimented with an interactive
“soap opera” model in which the user was an additional character for the rules of
the virtual soap opera. In this way, the user could also change and guide the
creation of the generated plot (Barber and Kudenko 2008).
Figure 5.4 Typical example of a dramatic arc divided into three acts
moment right after the character receives the long-awaited news about being
accepted into the dance academy). It is less intuitive to identify the elements that
allow the audience to be aware of that emotional level or of that specific emotion.
In summary, the conditions under which certain situations (configuration of
events, actions and agents) lead us to perceive a certain emotional trajectory, or
arc in the story, and how this arc becomes our emotional experience are not clear.
A typical element for creating dramatic tension in a story is certainly the conflict.
The notion of conflict is pervasive in handbooks dealing with dramatic technique
or film writing. The notion is eminently cultural and has changed over the cen
turies: conflict with destiny, conflict with duties, conflict with oneself. The differ
ent hypotheses maintain two common elements (Carroll 2003; Smith 2003;
Giovannelli 2009): on the one hand, the audience’s perception of emotions
implies the presence of an agent, on the other hand, the emotional charge of the
story takes advantage of the dramatic conflict as much as possible. Beyond these
changes, it is possible to summarise the most shared characteristics that describe
the notion of dramatic conflict:
As we can see, going from the beginning to the end, some beats are typical of the
initial phase of the story (e.g., “TripGreetsPlayer”), some characterise the phase of
rising tension (“ArgueOverRedecorating” or “FightOverFixingDrinks”), the
beats of crisis (“GraceStormsToKitchen” or “PlayerFollowsGraceToKitchen”),
of climax (“RevelationsBuildup”) and a number of endings (e.g., “End
ingRelationshipRevelationsOnly” and “EndingBothSelfAware”).
104 Engines and systems
The overall structure of the story is modulated to comply with a classic five-
phase dramatic arc: triggering event, rising tension, crisis, climax, and conclusion.
Everything happens independently of the details of each game session. The
system, in fact, keeps track of the global level of tension in the story, which is
influenced by the user’s moves in the different moments of the social interaction.
Every change in each state of the game is rendered by Grace and Trip in an
emotionally expressive and dramatic way.
The drama manager is active (to select the next beat) when the running beat ends
or is cancelled for some reason (while Trip and Grace are arguing about drinks, the
player points out that he doesn’t want to drink at all). The Beat Sequencing Lan
guage, specially developed for Façade, allows the author to annotate each beat with
some attributes that will be considered by the process that manages the selection and
sequencing. The knowledge taken into account to make the selection of the next beat
consists of:
The algorithmic steps to select the next beat implement a filter on the possible
candidates:
The highest score will be awarded to the available beat whose story tension effects
most closely match the short-term trajectory of the ideal story tension arc.
Now we see a possible execution log of the system reported by Façade authors,
with a list of the beats that occur and the calculation of the next beat (Figure 5.5).
Engines and systems 105
The player is a man named Dave. The dramatic tension is considered together
with the affinity of the player with one of the two characters, Trip or Grace.
Façade was one of the first interactive storytelling systems to shape the notion
of a dramatic arc.
The increase in dramatic tension is also central in IDtension, by Nicolas Szilas
(see the example description in Chapter 6, Section 6.15). This is a system for
interactive drama that creates conflicts for the user and the characters, by selecting
appropriate events. IDtension uses a set of moral values, to which each character
shows some adherence. Characters with less adherence to some moral value will be
more likely to take actions defined as immoral with respect to that value. This
translates into a set of opposite values that form the conflict in the instantiated
narrative (Szilas 2003).
Fabulator, by Barros and Musse, aims to maintain tension arcs in interactive
narratives as well as to prevent the user from deviating from a canonical storyline.
To avoid deviations, a planner can modify the plot in such a way as to discourage
or warn the user in case of excessive deviation, with the possible risk of creating a
dead end, i.e., a point from which it is impossible for the user to reach the end of
the story (Barros and Musse 2008).
These examples, despite their diversity, see constraints as a means of imposing a
certain level of quality or intent. Tighter constraints, or templates, lead to a more
limited set of stories, for example, grammar-based plot generators are often limited
to creating stories in a particular genre. Wider constraints allow for greater story
variance and are often used to guide the generation process rather than explicitly
controlling it. This often leads to a greater diversity of the realised stories, and in
interactive stories this is used to encourage multiple experiences. Tighter con
straints, however, produce more reliable results and allow for smoother or more
subtle changes in the texture.
Engines and systems 107
5.5 Database and automation
Even the database, that is the set of dynamic elements that form the story world
(agents, objects, scenarios, … units), together with their relationships, can be built
automatically. A form of (indirect) automation is a consequence of the plot gen
erators above: in fact, plot generators yield the database changes that result from
the effects of events that actually occur and need to be traced to maintain the
coherence of the story development. For example, characters who die cannot be
part of the active database from a certain point onwards and cannot appear in
events that occur later in the storyline. An interesting challenge is the direct
automation of the database, that is, the creation of dynamic elements or the
modification of existing elements. However, systems have hardly focused solely on
the generation of the database. In common with the game world is the automated
creation of visual elements that relate to the scenography of the narrative display,
such as terrain, vegetation or entire cities, but also more significant dynamic ele
ments. For example, text-to-image systems create 3D virtual worlds (e.g., Word
sEye8) and, in the narrative case, select appropriate images for the text of the story
(a sort of automatic illustration of fairy tales): text is typically built manually, and
automation produces a corresponding (visual) world (Delgado, Magalhães and
Correia 2010). Another example is the visualisation tools that take scripts as
inputs, and automatically generate an animated 3D view of the space. In this case,
the plot is not just text, but has a structure recognised by the engines and used by
the authors for the drafting. The system automatically analyses each scene and
creates characters, settings and props. Afterwards, the author can usually change
the layout of the animated scene (e.g., the spatial arrangement of elements) (Liu
and Leung 2006; Hanser et al. 2010; Hayashi et al. 2013). Finally, there are sys
tems that deal with the generation of discourse, that is, the component in which
the narration is expressed (the words of a text, the beats of a dialogue, the physical
characteristics of a character): in this case, the database, presented by Marie L.
Ryan as the notion of space, can have many dimensions and the idea is to create it
automatically from plot structures (Ryan 2006). We can recall two examples here.
The Radiant Story system, developed for the game The Elder Scrolls V: Skyrim,
automatically creates and places new characters or objects within the game world
when creating a mission.9 The plot structure must be created manually, using only
roles instead of characters. When generating the mission, the roles are filled with
the current characters and objects or by automatically creating new characters/
objects that are placed in the game world. The latter are then managed with the
Radiant A.I. technology (already provided in The Elder Scrolls IV: Oblivion10),
which adapts the abilities and behaviours of the characters to the environment,
based on past experiences. In more recent versions, the producers reduced the
impact of the AI system on the game: “Algorithms can’t come up with emotion-
ally-fulfilling stories… yet.”11 Gameforge is an RPG (role-playing game) space
generation system that takes a story as input and generates a database. The story is
represented as a sequence of plot points, as well as the initial state of the space,
which includes all the elements; then, a genetic algorithm creates potential worlds
108 Engines and systems
that feature the initial state provided by the author, but also elements of sceno
graphy such as terrain and city. The generation function is parametric and can
favour spaces with certain characteristics (e.g., dimensions and number of places
that the user can visit). In Gameforge, the story is seen as a set of constraints that
must be satisfied by the generated world (and the resulting database) (Hartsook
et al. 2011).
However, most systems address plot and database conjointly during the generation
step. These systems generally yield the so-called emergent narratives, where the
author has no strict control over the story development.
Users’ actions
When creating or modifying the database elements, the systems can also take into
account the encoded user actions that participate like the other dynamic elements
110 Engines and systems
of the database. The mediation technique used by the Mimesis system to modify
the plot or database has the purpose of bringing the users’ actions in line with the
default plot (a similar concept to the interactive The Merchant of Venice described
above). There are two types of mediation. Reactive mediation intervenes when the
user performs an action that could prevent the current plot from being imple
mented. In these cases, the system re-plans the narrative to either allow or force
the user’s action to fail (e.g., causing a weapon jam, if the user intends to shoot a
main character in the story). Proactive mediation, on the other hand, aims to
predict the user’s future actions and changes the world of the story in advance to
make the attempt even impossible (e.g., locking a drawer with a gun to prevent
the user from shooting the character) (Riedl, Saretto and Young 2003; Harris and
Young 2005). TALE-SPIN, one of the very first story generation systems we
mentioned at the beginning of this chapter, works by providing the characters in
the database with goals and attitudes (Meehan 1977). The system models simple
stories and simulates the events that occur when a character tries to achieve a goal.
The characters’ goals are derived from their personalities and are tracked by the
system, which modifies the content of the database to ensure that the characters’
goals are achieved. TALE-SPIN was also one of the first AI systems to emphasise
the importance of narrative aspects, such as uniqueness and coherence, and their
direct connection to the content of the database, which in turn depends on the
role and depth of the characters.
Engines by analogy
Some systems have explored the creation of fictional events that can be added by
the storytelling engine during the plot generation process. Such events are created
when the planner is faced with a situation where it is impossible or difficult to
achieve the next goal of the story. In such situations, the system uses analogy-
based reasoning to find a case consisting of steps similar to those required to
achieve the current goal (Li and Riedl 2011). Through analogy-based reasoning,
we can access a large archive of successful cases and analyse the similarities
between the current case and the archive cases, retrieving the case that is most
similar to the current case. At this point, the engine implementing a reasoning by
analogy detects the two sequences of events that are comparable and inserts some
missing events to complete the solution and adapt it to the new context. For
example, the action of beating a donkey with a stick can be used to create the
action of killing the dragon with a sword. The rules for transforming predicates
(from hit to kill) and attributes (stick to sword, donkey to dragon) do the work. Li
and Riedl refer to such missing events as gadgets, and the system reasons about
Engines and systems 111
how a gadget should be used in the context of an event sequence in which events
that occur immediately before and after the gadget are in place. These events form
the behaviour of the gadget, which is represented as a temporally ordered
sequence of actions. Starting from a goal taken from a story (e.g., the character
Bob needs to be infected with a flu virus), the system constructs the gadget’s
behaviour by working backwards towards the goal, using actions and entities from
different examples. As we saw with The Merchant of Venice, the goals are logical
predicates (e.g., infected by (bob,virus)), an action is an operator that tests some
predicates as preconditions and asserts some predicates as effects. The Gadget
Generator works with a conventional story generator which provides goals that the
gadget must achieve. The goals are first used to identify elements of the world.
For example, an object can be mentioned in a goal: the target world implicit in
infected-by(bob,virus) includes concepts such as viruses, a character named Bob,
and actions such as coughing and healing. The system creates the second input
world by retrieving an object from its knowledge base and searching for items that
achieve predicates similar to the specified goal. The retrieved element is the pro
totype of the gadget. The second world includes the element, its behaviour, the
actions performed and the entities to which the behaviour refers. For example, the
behaviour of a wireless phone is linked to the entity “voice”, which becomes part
of the second input world. At this point, the two input worlds merge into a new
world called blend world. In particular, the gadget’s behaviour is constructed by
selectively adapting actions from one world to the other. This adaptation, called
projection, is driven by the goals and, via plan representation (see Chapter 3. Sec
tion 3.2), by the actions that achieve those goals; plans thus require preconditions,
i.e., predicates. These predicates must hold for the action to be carried out.
Whenever an action is introduced into the blend world, its preconditions are also
added to the world. Actions continue to be projected to meet goals until all goals
are met or determined as a fundamental property of the gadget itself. The pro
jection of actions is achieved by various methods:
� The action is projected from input world 1 to the blend world as is (no
change is needed). For example, action Speak-into performed by entity Alice,
on entities voice and cup1, speak-into(alice,cup1,voice), i.e., “Alice speaks by
putting her voice into the cup of the wireless phone”.
� The blend action is obtained by taking arguments from both spaces, by ana
logy. For example, action Cough-Into and entity virus are projected from
world 2, but Cough-Into includes arguments Alice and cup1 from world 2,
after mapping Cough-Into with Speak-into due to the analogy similarities. The
blend action is cough-into(alice,cup1,virus), i.e., “Alice coughing the virus into
the cup of the wireless phone”.
However, the blend action can be obtained from a merge with illegal arguments and can
create a new (illegal) action. For example, action speak-into(alice,cup1,
voice) produces as consequence the predicate transmit(phone,Alice,Bob,
voice), that is, “The phone transmits the voice from Alice to Bob”. Having projected
112 Engines and systems
action cough-into(alice,cup1,virus) by analogy, we can now achieve
transmit(phone,Alice,Bob,virus) by replacing voice with virus, i.e.,
the transmission of a wireless phone now transmits viruses instead of voice. Note
that this occurs because the algorithm knowingly ignores the rules of the micro-
world, producing an illegal assignment of parameters and achieving the goal of an
imaginary telephone device capable of transmitting flu viruses from one person to
another.
Authorship support
The database generation can be done in mixed mode, which assists the author in
the creation process. In this case, the author can specify the goals for the develop
ment of the plot and the system will automatically generate the goals of each char
acter. This should bring the plot generation closer to the author’s ideas, as the
encoding of the characters’ (possibly conflicting) goals is rendered in a formal way.
In addition, the system simulates different users and allows the analysis of possible
paths through the story to highlight the author’s possible discrepancies between the
plot actually deployed and the plot the author had in mind (Si, Marsella and Pyna
dath 2007). Swanson and Gordon’s (2008) system aims at a mixed-initiative
approach supported by crowdsourcing knowledge extracted from internet blogs.
The author and the system take turns writing the text: the system selects a line of
text from a database of lines extracted from internet blogs that should correspond to
the author’s intended story. The line of text entered by the system can generate as
many new database items as the lines entered by the human author. This approach
is perhaps closest to Lubart’s original vision of working with a computer as colla
borator, although results have shown that stories generated using such a method
have generally been incoherent (Lubart 2005). In Section 5.6.3, we will discuss
other co-creation systems that occupy an intermediate status and also lean towards
fully autonomous creation but rely on techniques that will be introduced therein.
The Scheherazade system also aims at generating interactive narratives using
crowdsourcing methods. Some anonymous authors were asked to provide linear
stories for a bank robbery, which were then combined into a final story. This
storyline contains branching situations in cases where human authors have created
alternative events after a shared event. The aim of this system is to create stories
that have the knowledge and creativity of human authors without having to inte
grate this knowledge into a story generation system. In fact, the system here
mainly automates the final combination of all the different plots and worlds into
one final story (Li, Lee-Urban and Riedl 2013).
Figure 5.6 shows Jessica Donadio, born in 1918, features her interpersonal rela
tionships from marriages and with her offspring: in fact, she has stereotypical ex-spouse
relationships with her two ex-husbands, Douglas and Ivan, as well as a divorced mother
(DIV-MOM) relationships with her two children, Mark and Rene. For each relation
ship, there are up to four pairs of numbers shown, representing the four scales men
tioned above: for example, the relation between Jessica and Douglas on the positive/
negative scale has -5 (the ex-spouse stereotype). One additional non-encoded inter
personal relationship, with Bruce, arose from a past revenge event (in 1964); Jessica has
negative feelings about Bruce (-4), but he is in a position of power over her (6).
Modifiers are used to make individual traits with respect to the stereotypes, e.g.,
physical appearance and age. Descriptive traits are self-explanatory: not nice,
astute, self-promoting goals.
A similar context, in terms of representing the human creative process, but with
a more productive effect, is Mexica, a system based on a cognitive model of how
humans write (Pérez y Pérez and Sharples 2001). Mexica is a constraint-based
model that operates through the interaction of two phases: engagement and
reflection. There are four types of constraints:
1 Story world constraints, organised per character and registering the effects of
events (e.g., used to update the consequential states of the actions).
Engines and systems 115
2 Knowledge constraints, built from archived stories and encoding content and
rhetoric (e.g., tensional constraints to create sequences of events that combine
degradation-improvement processes).
3 Guidelines, updated through the appraisal of the story (e.g., detecting that the
current story lacks improvement-degradation processes, i.e., that the story is
boring, triggers guidelines requiring interesting actions to occur).
4 General constraints, basic beliefs about the story world to be satisfied (e.g.,
effects of one action modify the story-world context of at least one character).
� Dramatic narration: The audience is involved with the actions that happen to
the several agents, the consequences of the actions performed, possibly
including their avatars.
� Exploratory narration: The audience is intrigued by the unfolding of facts, by
the knowledge of the story space, acting on what the system allows them to
do or by discovering the possibilities of going against the system.
These are also two cognitive attitudes that interactive storytelling induces in the
audience and in the way they perceive their interactivity with the story. Although
120 Engines and systems
they are not mutually exclusive, the authors of interactive storytelling need to be
clear about what kind of attitude they want to induce and at what time. The ten
sion arc integrates interactive storytelling as the product approaches the dramatic
model, but it is not limited to the latter. And that’s because tension design is not
just about the dramatic model. Exploration of a space can also be designed in a
compelling, intriguing way if it is designed to create emotional tension in the
audience. For example, the discovery of some locations in the fantasy world of
Myst may be accompanied by higher moments of tension; or a guide to a historical
site might consider a particular environment as the climax of the visit. Interactive
narratives on a hypertextual map may assign greater emotional tension to some
units in order to induce a peak of emotional involvement.
It is understood that more and more interactive multimedia works are
approaching the models of television series and films, seeking solutions that, albeit
in a different form, re-propose the management of the viewer’s tension. One of
the tasks of the engine is to generate the ordered sequence of units or the
sequence of behaviours of the agents, it becomes increasingly important that this
happens, considering how the emotional tension of the story and of the audience.
evolve, respectively. The sequencing engine in Façade (see Chapter 6, Section
6.11) for example, took into account the dramatic arc and also selected beats
based on their ability to increase or decrease tension. The IDTension system pro
vided a narrative sequencer that calculated the effects of possible actions and
sequenced them, again with the aim of creating dramatic tension effects. These
examples show that the formal description of emotions is essential to provide the
system with the necessary instructions so that the tension increases and decreases
in a non-random way.
5.8 Exercises
In this chapter we have reviewed the systems for storytelling, including authoring
tools, which support the story-writing process through the representation of the
dynamic elements, and storytelling engines, which generate the plot, starting from
the dynamic elements and sometimes also the dynamic elements from abstract
descriptions. In the exercises here, we focus on the plot generation. As we have
seen, the graph of the units can be constrained in several ways for the plot gen
eration. Therefore, the author must take into account the operational behaviour of
the engine to develop a notation that constrains the sequencing of the units. We
address three approaches, that correspond to the grammar-based categorization of
units, the precondition/effects annotation of units, and the dramatic tension of
units.
1 Int: Interdiction
2 Vio: Violation
3 Cv: Complication due to evil
4 L: Departure
5 D: Giver interrogating, testing, or attacking hero
6 F: Hero reacting appropriately
7 G: Hero receiving magical agent
8 H: Fight
9 I: Victory
10 K: End of bad luck
11 Rew: Reward
The interstellar command has ordered spaceship Sirius not to cross the bor
ders of the galactic empire.
The next category, Violation (Vio), can show the spaceship venturing beyond the
borders, and the one after that CV (Complications due to evil) could be the attack
of the aliens. In order to get a multilinear story with this grammar, multiple units
per category are required. That is to say, Vio units can describe different actions
(finding an ally in the army of the galactic empire, attacking and defeating the
imperial squad, etc.), but they all have the same narrative function (violating the
interdiction).
In this type of design, the units are not placed in succession only on the basis of
connections (manual or logical, as in the previous examples) but according to the
ordering established by the grammar. The labelling of the units according to the
11 categories also defines their sequence. However, we can decide that a specific
unit, in one of the categories, can be reached only through a limited number of
paths or that some categories are not implemented. A way to do this is to identify
the narrative lines by giving them a name. A possible solution to encode this
choice is to tag the individual with a tag representing a narrative line. Then, to
keep the number of stories high, it makes sense that the same units can be part of
multiple storylines. For example, if we have created three units with the function
122 Engines and systems
Cv, we will be able to decide that two of them can be part of both the nar
rative lines labelled “A” and “B”, respectively, while the third can only be part
of line “C “.
This approach can easily be implemented in most editors through tagging, thus
implementing the list of 11 categories as special tags. In order to keep both the
Propp category vocabulary and some other relevant tagging vocabulary (such as, e.
g., the one for narrative lines), Storygraphia provides a specific interface, in Propp
(PRP) mode, with a background reporting the 11 categories, ordered from left to
right, and an interactive menu that implements the annotation of a unit with one
of the Propp categories. The unit is then positioned on the x axis according to the
Propp function assigned.
States become the preconditions and effects of the units, and their annotation
decides the connections of the units. Specifically, we can annotate the units with
their preconditions, i.e., the states that must necessarily hold for the actions con
tained in the unit to be performed. Similarly, we can annotate the units with their
effects, i.e., the states that hold after the executions of the units, and likely pro
duced by the actions occurred in the units to be relevant for the story develop
ment. The latter comment is of paramount importance for the causal connection
of the story incidents: preconditions and effects must forcibly not be related to
fortuitous events, but preferably related to actions intentionally performed by
agents in the unit incidents.
Engines and systems 123
States are snapshots of the story world at a given moment; therefore, we must
avoid verbs that suggest any process (go, do, etc.) and use stative verbs (be, have,
lives in, etc.). For example, the precondition of the initial unit in which the action
of the spaceship is to search for the precious ore could be “Spaceship Sirius is on a
mission.”
Preconditions and effects, which are preferably expressed as logical formulae,
but any other constrained formal language is possible (depending on the engine),
also define the logical consistency of our hypertext narrative through the coher
ence of unit connections. Specifically, when all the precondition states of a unit are
satisfied by the effect states of another unit, the two can be connected. Therefore,
the graph edges are not plotted by the author, but automatically plotted by the
engine. The author manages all the possible connections that define the story
graph implicitly, by writing states and annotating units with states in precondition
or effect positions. Also, if the author wants to plot the connections by hand, it
can be advantageous to test their coherence through an annotation of the pre
conditions and effects, since it is not immediately feasible to mentally compute all
the connections that are logically possible for some unit (thus, increasing the
graph connections) or that are logically licensed for some unit (thus, reducing the
graph connections). Therefore, the precondition/effects constraints can work as
an automatic test for the consistency of a story graph.
We can review the narrative features of the units of the spaceship story in search
of Klungon and augment the unit descriptions with preconditions and effects to
build a logical backbone for the narrative. We enforce the annotation of pre-
condition/effects states on units to test the coherence of the connections that
have been established manually by the author. These are the incidents occurring in
Unit02:
An alien life form, which is hidden among the samples from the asteroid,
manages to take over the ship’s controls and disable them.
� Precondition state: “The probe has inspected the asteroid and brought samples
on board.”
� Effect state: “The ship is damaged and out of control.”
The incidents occurring in the unit cannot take place if those preconditions are
not present and the effects are the direct effect of those incidents. The description
of the unit can be as sketched as the above or be refined in detail, such as:
Sirius scientists are analysing the stone samples taken on board by the probe.
Suddenly, a pile of stones collapses. A worm-shaped being sneaks out of the
pile, jumping very quickly onto the wall of the ship. The hooked tail seriously
hurts Dr. Spike in her neck.
124 Engines and systems
Dr. Wuang: “Yon, plug the wound; I’ll try to catch it!” The worm, near
the door, exits the lab and enters the command room. Here the crew is
committed to a manoeuvre to pull the ship out of the control of the asteroid’s
gravitational force. The worm moves wildly. It accidentally breaks three
engine levers and hides in an air duct. The ship is out of control, and the
worm is in some unknown point in the ventilation system.
Notes
1 http://www.eastgate.com/storyspace/ (accessed 30 October 2022).
2 https://twinery.org (accessed 30 October 2022).
3 https://ganelson.github.io/inform-website/ (accessed 30 October 2022).
4 https://ganelson.github.io/inform-website/book/WI_1_1.html (accessed 30 October
2022).
5 http://inscapers.com (accessed 30 October 2022).
6 https://unity.com/
7 https://github.com/storytron
8 https://www.wordseye.com (accessed 31 October 2022).
9 However, there are some concerns about the actual result with respect to the original
promises: https://www.alteredgamer.com/tes-5-skyrim/116302-whats-new-in-skyrim
new-radiant-ai-and-radiant-story/, 2011 (accessed 31 October 2022).
10 https://venturebeat.com/games/dimming-the-radiant-ai-in-oblivion/, 2010 (accessed
31 October 2022).
11 https://www.gamesradar.com/remember-skyrims-radiant-ai-its-got-the-potential-to-r
evolutionise-rpgs/, 2018 (accessed 31 October 2022).
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6 Examples of interactive storytelling
Description and analysis
Description
The Eliza software was developed in 1966 by Joseph Weizenbaum in MIT in
Cambridge, MA. It is considered one of the first attempts to simulate an artificial
agent capable of carrying on a conversation in natural language. The software was
able to respond with short lines of text to utterances typed by the user. Eliza’s
responses were output to a printer almost immediately after the user typed the
text. As the author explains, the name Eliza was inspired by the protagonist in
Shaw’s Pygmalion, “to emphasise that it may be incrementally improved by its
users, since its language abilities may be continually improved by a ‘teacher’”
(Weizenbaum 1966, p. 36). The software parsed the phrases and sentences typed
by the user and used some decomposition and assembly rules based on a few
keywords that triggered the selected response. The system was based on a data
base of Eliza’s answers, created by the author; the input functioned as a query that
activated the algorithm. The algorithm’s task was to select the output that most
closely matched the user’s input text. Obviously, it was a fairly simple system
(especially compared to today’s systems), but it could give the impression of a
conversation. There is no doubt that the system had no knowledge of the mean
ing of the conversation (there was no formal model of the user or the topics dis
cussed). The system described by the author, in a nutshell, works as follows. The
input text is read by the software and inspected for the presence of a keyword; if
such a word is found, the sentence is transformed according to a rule associated
with the keyword; otherwise, a content-free remark or, under certain conditions,
an earlier transformation is retrieved; the text so computed or retrieved is then prin
ted. For example, the sentence, “I am very unhappy these days” is heard by someone
with a limited knowledge of English and therefore only the first two words “I am” are
understood, while the rest of the sentence (although heard) makes no sense. The
listener who wants to appear interested might reply, “How long have you been very
unhappy these days?”. The system has applied a kind of template to the original sen
tence, part of which matches the two words “I am”, and re-uses the rest of the phrase
“very unhappy these days”. The system has a composition rule associated with the
DOI: 10.4324/9781003335627-6
Examples of interactive storytelling: description and analysis 131
template: the rule states that any sentence of the form “I am BLAH” can be trans
formed into “How long have you been BLAH?”, regardless of the meaning of BLAH
(ibid., p. 37). Eliza had several composition rules for each template that matched the
user input and therefore produced different answers. For example, if the user entered,
“I am [phrase] (e.g., a very nice guy)”, Eliza could answer “Are you often [phrase]?”
or ‘Why do you say you are [phrase]?”. Or, if the input was “You [single word, e.g.,
hate] me”, the output could be “Why do you think I [single word] you?”. The trick
was to carry on the conversation using the contents produced by the user.
Analysis
The system saves the contribution of the algorithm and produces the pleasant
feeling of being heard. The most important intuition in Eliza, however, was the
ability to exploit the inevitable cluelessness of the machine. An adult with average
education can usually hold a conversation on a variety of topics, change the sub
ject, express an opinion, gain new information and perhaps even change their
beliefs in the course of the conversation. These qualities make a conversation
interesting, but in Eliza’s times they were an almost impossible task for a machine.
Normally, we can converse with someone we do not know about topics we do not
know and still give the reassuring feeling that we are listening and participating in
the conversation with thoughtful responses. To achieve this effect with the help of
a machine, the most important thing for Weizenbaum was to drastically limit the
context of the interaction. Above all, he recognised that the confinement of the
relationship to the machine within certain limits had to appear motivated and
credible to the user. He brilliantly solved the problem by drawing on the con
versational model of Rogersian psychotherapy. In this type of therapeutic session,
the focus is on the patient and their conversation. This type of dialogic interaction
with natural language is one of the few cases where it is believable that one of the
two can pretend to know almost nothing. The session is designed to induce the
patient to elaborate a discourse about his/her own emotions and feelings, and it is
acceptable for the therapist not to express opinions, conjectures, etc., but to con
fine himself/herself to echoing the patient’s thoughts. This setting was absolutely
suitable for the system because the computer never had to declare anything and
therefore could not contradict itself. This is, so to speak, a simple solution based
on a dramaturgical trick: the limits of the machine corresponded to the char
acteristics of the therapist’s character. In other words, the computer was cast for a
role that corresponded to its abilities. And since Eliza is a therapist, the system was
able to shift the weight of the conversation to the user, thus subverting the very
reason for which it was created: chatting. Probably this clever balance of software
coding and character representation was the reason why many people were really
fascinated and thought this artificial agent was almost alive.
Further details
There are still web implementations of Eliza that allow you to try out the chatbot,
available at: https://www.masswerk.at/elizabot/eliza.html. Weizenbaum’s paper
on Eliza can be accessed at: https://web.stanford.edu/class/linguist238/p
36-weizenabaum.pdf.
Description
Adventure is considered the forerunner of the genre of video games later called
“adventure”. The work, which is entirely text-based, is set in a fantasy world. It
was originally developed by William Crowther around 1975; later, in 1976, it was
improved and publicly distributed thanks to Don Wood of Stanford University.
The game placed the user in a world populated by different creatures, where there
were different objects to operate and where different events could take place. The
user had to enter commands on the computer keyboard, but these commands
were simple lines in natural language (usually a combination of verbs and nouns,
such as “examine building”). The phrases were parsed by the system and if the
sequence was recognised within the possible list of commands, the associated
procedure was executed and a new specific description was displayed on the
screen; otherwise, the system prompted the user to reformulate the phrase (Jerz
2007). To navigate this text-based world, the user had to solve some riddles and
puzzles and fight various creatures, always having a clear list of possible commands
134 Examples of interactive storytelling: description and analysis
at hand. The plot revolved around the exploration of a huge cave filled with both
treasure and danger. The goal was to collect as much treasure as possible and get
out alive. The user could explore the cave and handle objects. Each appropriate
user’s command triggered a new textual description of the situation (the environ
ment, the available objects, the user’s location) and possibly the event triggered by
the user’s choice, as if the computer were acting as a storyteller (Montfort 2003). The
system was based on a structure organised by location and a map that served as a
graph with nodes through which the user could move from one place to another
using movement-based commands (“go”, “exit”, etc.). Each node could be the place
for further exploration by selecting objects or looking at details of certain elements.
Originally, the game was available for free on ARPAnet, the forerunner of the inter
net. Later, in the years when the video game industry was emerging, some commer
cial versions of the game were released. The first commercial version had a graphical
interface and was called Adventure (1979), developed by Warren Robinett for the
Atari VCS 2600, and became a milestone in the history of video games. Then Tim
Anderson, Mark Blank, Bruce Daniels and Dave Lebling (from MIT) created Zork
(1979) and founded Infocom, which became a leading video game company for the
adventure genre (Egenfeldt-Nielsen, Smith and Tosca 2008, pp. 57–58).
Analysis
Adventure is considered the first example of an interactive narrative and was the
origin of the video game genre of the same name. The game was specifically
inspired by the author’s passion for cave exploration, and the game’s node map
resembles Mammouth Cave in Kentucky. More generally, the game’s conception
was the result of the fascination with Tolkien in those years and the growing
popularity of fantasy role-playing games and Dungeons & Dragons (Montfort
2003). In these systems, the game experience focused more on puzzles and riddles
than on plot development. On the one hand, the user had to solve puzzles while
exploring an unknown environment; on the other hand, the interaction appeared
as a kind of metaphor for the work of a programmer. In other words, the same
machine became a place of exploration. According to Crowther, people liked
Adventure “because it’s exactly the kind of thing that computer programmers do.
They’re struggling with an obstinate system that can do what you want but only if
you can figure out the right thing to say to it” (ibid., p. 92). Adventure is an
example of a narrative based on the pleasure of exploring. Since then, this model
has evolved while still retaining the idea that the user’s participation is not so
much about doing actions or following a well-formed sequence of events, but
rather about uncovering a mysterious world and overcoming obstacles along the
way. Indeed, a similar structure was repeated in later adventure games with gra
phical interfaces. But regardless of how the environment was presented, navigating
the map always involved moving from one narrative unit to the next.
� Story world: the map describing the setting of the adventure, the genre-related
traditional conventions, the sum of the rules associated with each location,
Examples of interactive storytelling: description and analysis 135
object and character. This set of instructions provides the description of the
world that the player enters during the game session. The story world also
includes the types of actions that intuitively can be executed, hence the com
mands that are available to the user.
� Dynamic elements: these are the locations, actions and the table in which they
are connected. This adventure game is based on a list of locations and other
entities organised in a database to respond to the user’s query. When the user
is at a particular node on the map, the command “Go North” triggers the
selection of a particular item (a new cave, a character, etc.) from the list and
its display on the screen (as a text description). If the same command is given
from another node on the map, another item from the same list is triggered.
� Engine: this implements the table for linking commands and elements in the
system and accordingly sends instructions to the display for visualisation. In
this case, the software sequences the narrative elements (mostly the parts of
the cave) according to the user’s choice and selects the actions (commands)
that are available in a given situation.
� Display: this renders the text-based descriptions and allows user input as plain
text (which is then interpreted by the engine). The user interacted with the
game via the keyboard and thanks to a monitor on which the descriptions
were printed. Both input and output were always and exclusively text-based.
Further details
A lengthy description of the original game can be found at: http://www.
digitalhumanities.org/dhq/vol/001/2/000009/000009.html
Along the years there have been many different implementations of the original
game. An online version is available at: https://quuxplusone.github.io/Advent/.
Description
This was the first example of interactive virtual navigation in a real environment
using video footage and photographs. The project was led by Andrew Lippman of
the Architecture Machine Group and coordinated by Nicholas Negroponte and
MIT. The project was funded by DARPA, which had already supported similar
projects because of its interest in virtual environments for military training in
inaccessible areas; nevertheless, the Aspen Movie Map was overall an academic
research project and had no direct commercial goals. The virtual playback was
made possible by the recent invention of laser discs that could be controlled by a
computer. The entire project was stored on various discs containing video, sound,
images and even computer graphic animations; the contents were accessible via a
purpose-built control system. The experience was available to a single user at a
time. The interface (in the simpler implementation of the project) consisted of a
video monitor that allowed the user to move through the streets of Aspen,
136 Examples of interactive storytelling: description and analysis
Colorado, famous for its ski resort, in two different seasons: Winter and Summer.
The film was shot with a 16mm camera mounted on a jeep that moved through
the streets, taking a shot every 10 feet: these shots formed the basis for the virtual
visit. Photos, paintings and other historical documents (building façades, public
spaces) were also added. The control system allowed access to the content at the
user’s choice. The visitor watched the recorded video sequences and controlled the
speed of movement. The images were presented in first-person perspective, but visi
tors could switch to aerial perspective on the graphic map of the city to better
understand where they were. Additional information (text, audio, photos) was avail
able for the places visited, including some computer graphics and historical insights
into specific buildings (Lippman 1980). This project received great media coverage as
it was the first to present a virtual visit to an existing place via a video interface with
images of real locations. It was so famous that in the following years and before other
companies entered the “mapping” business (such as Google), “moviemap” became
the word to describe the process of filming and simulating interactive journeys using a
spatial interface for a multimedia database (Naimark 2006).
Analysis
The user experience of accessing the system was primarily focused on gaming and
entertainment, but had a strong influence on various practical innovations and
spawned a long line of research and experimentation that led to interactive maps
and 3D visualisations and our everyday use of topographies and visualisations that
allow us to “visit” remote locations (like the well-known Google Street View).
Geo-satellite tracking technology has certainly driven this research direction, but
the idea of immersivity remains a core element in simulating the user’s presence in
a remote space. In Aspen Movie Map, locations were organised as spatial units and
the sequence was determined by the user’s choices. The focus was on interactivity,
but this did not preclude narrativity as an emergent quality. At the end of each
visit, the user had completed a journey that could be understood as a narrative. In
other words: narrativity was the result of an exploration that followed a schema
that was just emerging in the gaming field in those years and that was to have
great success in the following years with the development of VR and immersive
technologies (such as 360° visors).
� Story world: the city map (i.e., the boundaries of the area to be explored)
implicitly provides the rules for navigation. This includes the set of shared
information about urban space and driving.
� Dynamic elements: the entire archive of videos, sounds and photographs,
including computer graphics. The laser discs stored the indexed content and
the system included a table describing the available elements and their rela
tionship to each other (the photo frames’ sequence, the link between a photo
frame and a historical image, the hotspots where selection is possible). This
index enables the system to retrieve the corresponding content after the user
has made a selection.
Examples of interactive storytelling: description and analysis 137
� Engine: this implements the table that links commands and effects and gives
the monitor the correct visualisation instructions. The engine takes care of the
speed of the visit and the correspondence between the different multimedia
contents. It also selects the actions (commands) that are available in each specific
situation (e.g., at a crossroads you can choose where to go).
� Display: the monitor shows the images and the navigation commands. The
user interacts directly with the screen by touching a few simple directional
commands on the lower part of the monitor.
Further details
The raw video content of the laser disks is stored and available at: https://archive.
org/details/ASPEN4. A list of the disks’ content (with some video frame pic
tures) is available at: https://www.domesday86.com/?page_id=3028. Naimark’s
web page contains a brief description of the project with links to few papers,
available at: http://www.naimark.net/projects/aspen.html. A video description of
the project is available at: https://www.youtube.com/watch?v=Hf6LkqgXPMU.
Description
This work is generally known as the first hyperfiction. Author Michael Joyce
published it with Eastgate Systems, which also supplied the Storyspace editing
software (see Chapter 5, Section 5.3 and http://www.eastgate.com/storyspace/).
The work was published before the great development of hypertextual navigation
for the World Wide Web. It was based on navigation through units of text (called
lexia) and readers could move from one unit to the next using fixed links created
by Joyce. There were no external links. The story was told from the point of view
of the protagonist Peter, a writer who has just been divorced from his wife Lisa.
One morning he witnesses a car accident. This event is the starting point for his
thoughts, which form the core of the narrative. Peter believes that he saw his wife
and son Andy die in this car accident. Then he feels guilty for not having done
anything to help. The plot follows the protagonist’s trials and tribulations, but
because of the hypertext structure, it has no predetermined order in the sequence
of events. Therefore, many other events, even if relevant to the afternoon referred
to in the title of the story, may not be shown in all possible reading sessions. It is
in the nature of the work that it is almost impossible to summarise the plot in an
exhaustive synopsis. Each reading yields a different story. The work aims to break
down the traditional structures of the nineteenth-century novel and is based on
post-structuralist notions such as the absence of wholeness, the lack of a unified
progression and the obliteration of the idea of closure. The reading ends when the
reader reaches some unit that has no connection to what follows, even if the nar
rated event has no sense of closure at all. Finally, the work does not unfold a plot
based on action, but follows the tradition of psychological fiction and stream of
138 Examples of interactive storytelling: description and analysis
consciousness. Sometimes the same lexia recurs more than once during the read
ing (e.g., “I want to say that I may have seen my son die this morning”), which
helps to establish the protagonist’s paralysed state of mind. The event he witnessed is
meant to trigger a series of mental associations that flow freely without cause-and
effect constraints. Many narrative units are a reflection on the two other main char
acters in the story: Wert, his ex-wife’s new boyfriend, and Lolly, a secretary and
prostitute. The flow of narrative units can baffle or confuse the reader, so that he/she
in turn has the same experience as the protagonist wanders in his thoughts. Never
theless, these features, together with the lyrical and evocative tone of the writing,
make this hypertext an icon of the genre (Ensslin 2007, pp. 69–72).
Analysis
On the one hand, Afternoon, a Story manifests the historical correlation between
the fashion for the rhizomatic in postmodern fiction and the new possibilities
offered by the digital revolution of hypertext. On the other hand, it is a work that
shows, after a few decades, that this new form of fiction has not caught on with
mainstream audiences. Nevertheless, this was one of the moments when it became
clear how closely some formal elements of the new digital creativity were linked to
the contemporary philosophical debate (Douglas 1993). From Finnegans Wake by
James Joyce to The Garden of Forking Paths by Jose Luis Borges to the works of
Italo Calvino and Umberto Eco, solutions that questioned the relationship
between author and reader and challenged the difference between subject (the
experience) and object (the work) were tried out in fiction. Undoubtedly, the
possibilities offered by digital tools to overcome the idea of the novel as a book
fuelled these tensions. Afternoon, a Story sparked a debate about cyberliterature,
about reader authorship and – even more – about storytelling as an act of partici
pation and collaboration. Since then, it has been argued that fiction can be inter
active not only as a playful experience (as in video games) but also as an aesthetic
experience.
� Story world: here the cultural references to post-structuralist fiction play a key
role in the formation of the world for the reader who navigates the story. The
elements of real contemporary life, the beliefs about the psychological attri
bution of the described events, the portrayal of different states of mind, are all
central to the understanding of the work. Clearly, there are some conventional
clues about the navigation of the hypertext that are understood as the story
progresses.
� Dynamic elements: the list of narrative units (lexia) and the table linking one
to the other. This table allowed the system to recall the unit according to the
reader’s choices.
� Engine: this implements the table where the commands are associated to the
list of units and prints on the monitor the unit to be read.
� Display: the monitor shows the narrative unit and allows the selection of
possible continuations.
Examples of interactive storytelling: description and analysis 139
Further details
The story is available for purchase on: http://www.eastgate.com/catalog/After
noon.html.
Description
The idea of an interactive documentary film arose on the occasion of an urban
renewal plan for New Orleans, Louisiana, USA, with the aim of using it as a
teaching tool in the Urban Planning course at MIT. The project was conceived
and directed by Glorianna Davenport, who was in those very years experimenting
with the use of networked computers in education (Project Athena; Arfman and
Roden 1992). Director Richard Leacock provided the nearly three hours of video
footage. Added to this were images of people and places, maps and various other
documents, including demographic and economic statistics. All the content was
stored on various laser discs and accessed through a single user interface via a
video monitor. The upper left part showed the video, while the lower left part
contained the navigation and editing controls. The right part contained the inter
face for querying the database. Indeed, the whole contents of the project had been
organised in a database that could be queried by the user (Mackay and Davenport
1989). Thus, the system did not display a predefined sequence, but the user could
freely explore the content. This exploration consisted of personal editing of the
media, which was possible by selecting and ordering a series of icons representing
different content and even by adding new content (comments, information)
(Davenport 1988). The system was first used in the MIT programme and later
developed further thanks to testing and feedback. The educational purpose of the
project was to develop students’ analytical skills in relation to urban planning.
However, it also became known as one of the first examples of database narrative,
where people had access to different types of media and texts that could be freely
arranged in a user-defined sequence.
Analysis
In this system, the information that would have been organised in a traditional
linear narrative was segmented and archived in a database. The storyline, which in
a documentary is usually the director’s point of view, became a working field for
the user. The project marked a turning point, as the interaction with the media
was no longer focused on exploring an environment or handling a certain set of
objects. In this case, the user was not put into a certain mode of participation in
the story (like the character in an adventure game, for example), but was expected
to build the story itself. The basis for this system was not only the new laser disc
technology, but also a new paradigm of database narrative. Within this theoretical
framework, content was organised and described so that it was available
140 Examples of interactive storytelling: description and analysis
horizontally rather than in hierarchical order: for example, when the user searched
for information about a person, the system returned all related content (text,
video, photos, etc.). In addition, all content was archived so that it could be
retrieved and edited as a narrative unit. This allowed the user to create, modify
and delete sequences and links fluidly and intuitively.
� Story world: the context is limited to the urban renewal of New Orleans,
which establishes a general and implicit link between all the materials in the
archive. Furthermore, there are two basic concepts: the first is the multimedia
archive, i.e., a database that organises different media; the second is the nar
rative editing that the user does with the help of the system.
� Dynamic elements: the entire content of the multimedia archive (the so-called
item, such as footage, photos, texts, their description and tagging). While the
laser discs allow storage and access to a large amount of multimedia content,
the system contains tables to index this content with the correct tags. The
tables can be supplemented with further data (e.g., further historical content),
but also with the links that users create as part of their individual editing of
the content. It is important to note that the system also contains the interac
tion history of the users as dynamic elements.
� Engine: this enables queries in the archive and implements the consequent
sequence in the editing; it selects the various actions of the user according to
the content at hand and instructs the display for visualisation.
� Display: the video monitor provides both the control interface and the final
output. The speakers play the audio content accordingly.
Further details
The Interactive Cinema research group was discontinued in 2004, yet there is a
web page with a short description of the project and links to a few papers about
the project, available at: https://ic.media.mit.edu/icSite/icprojects/NewOrlea
nsInTransition.html.
Description
Nicole Stenger is a French-American artist who was artist-in-residence at the
Human Interface Technology Lab (Hitlab) at the University of Washington in
Seattle. She worked there on some VR research topics in 1989 and is probably the
first artist to work in VR (Morie 2012). Her momentum towards virtual reality is
clearly summed up by a motto at the end of her essay “Mind Is a Leaking
Rainbow”:
According to Sartre, the atomic bomb was what humanity had found to
commit collective suicide. It seems, by contrast, that cyberspace, though born
Examples of interactive storytelling: description and analysis 141
of a war technology, opens up a space for collective restoration and for peace.
As screens are dissolving, our future can only take on a luminous dimension!
Welcome to the New World.
(Stenger 1991, p. 58)
Analysis
In the late 1980s, the few researchers and practitioners of virtual reality were not
concerned with making art. In fact, the agencies that funded research at VR
142 Examples of interactive storytelling: description and analysis
focused on practical issues such as training systems or basic research into the phy
siological and psychological effects of VR. There was no funding and no lab
looking at the artistic potential of VR and its immersive sensory experiences.
However, some artists were interested in VR as an artistic medium and were
determined to gain access to VR equipment and software. Therefore, they had to
convince scientists and technocrats that there were valid reasons to create content
for these systems. Some artists were very determined and fortunate to work in
government and academic laboratories that had access to the VR technology for
their creative endeavours. However, this was not always acknowledged by the
larger artistic community. Also, the artists’ contributions were often seen as per
ipheral to the scientific aspects, as they lacked the empirical vision of VR.
Although these artists were rarely included in the published records of the
laboratories, or even exhibited to a wide audience, some were given access to sci
entific conferences that developed an artistic track. Stenger’s work Angels is con
sidered the first immersive VR film. The project was funded by the Prix Villa
Medici. It was developed in 1989–1991 at MIT when she was a Research Fellow
at CAVS (Center for Advanced Visual Studies) and the Visual Arts Program,
employing the Advanced Visualizer, of the Wavefront company, running on an
IRIS workstation from Silicon Graphics, the most prominent computer graphics
company at the time. Then it was developed at Hitlab (UoW), using the Virtua
lization interface and Body Electric software from VPL (“Virtual Programming
Language”, the company of Jaron Lanier, the scientist who is said to have coined
the term “virtual reality”), also running on IRIS. Finally, it was recorded on video
in January 1992. It was exhibited at the Siggraph 1992 Art Show, hosted by the
annual ACM Conference on Computer Graphics. The film immersed viewers
through three senses: visual perception, auditory perception and touch, imple
menting the principles of VR, according to Tom Furness, the founder of Hitlab.
The VR equipment consisted of a Head Mounted Display (or helmet) with Eye-
Phone, a 3D audio system (Crystal River, a pioneering company working on
binaural audio) and the VPL Dataglove. The latter was a non-tactile data glove,
meaning it only detects hand movement but not actual touch. For this work,
Nicole Stenger designed computer images, spoken text and a specific narrative,
which was not common for early VR applications. Angels together with Chambers
(2001) and Dinasty (2009) form the VR Trilogy. It has been shown in video form
at various exhibitions in the United States and Europe (e.g., Biennale des Arts
Eléctroniques in Paris) and on French and German television.
� Story world: similar to many early video games, the story world is very simple,
and allows a virtually infinite exploration of a space inhabited only by a single
carousel that captures the player’s attention. The active objects located in the
carousel are the only meaningful presences in the world. The actions carried
out by the objects are simple coordinated movements that convey the general
mood of the scene, bliss, loss and fusion.
� Dynamic elements: this is an interactive story based on units; the units are the
individual environments; the user decides on the order of the environments by
Examples of interactive storytelling: description and analysis 143
selecting the heart (a simple graph with one level, i.e., all nodes are at a dis
tance of 1 from the initial environment, the root); the units consist of simple
actions.
� Engine: a simple visit to a graph that triggers each environment depending on
the user’s choice; the content of the unit does not require any intervention by
the engine, as it is predetermined; the system only takes into account the
user’s exploration.
� Display: a VR device consisting of a head-mounted display for immersive
visualisation, 3D spatialised audio with music composition and a data glove
for touching the virtual objects without feedback.
Further details
More documentation and a video clip of the 3D environment can be found at the
Digital Art Archive, available at: https://www.digitalartarchive.at/database/
general/work/angels.html.
Description
This was produced by Cyan, the company founded by Robyn and Rand Miller; it
was a milestone in the video game industry and is credited as the reason sales of
CD-ROM-equipped PCs increased. But it was also a turning point in the evolu
tion of interactive storytelling, bringing computer-based interactive adventure to
mainstream audiences. The game introduced graphics that were very realistic for
the time to depict settings and locations and to suggest an enchanted world in
which the player could experience a kind of immersion. All the images (about
2500) were pre-recorded and showed Myst Island and other lands to be visited.
The player had to explore the world, without haste, almost in contemplation,
while discovering the navigation rules. The graphics were presented in such a way
that they always suggested a first-person perspective, thus casting the player as the
protagonist of the events. At the beginning, a book described the mysterious Myst
Island, to which the player was magically transported immediately afterwards. The
only possible action was to explore the place. The graphical interface allowed the
player to move around with the mouse and operate certain objects, but offered no
explicit instructions or commands such as menus or tags. The island houses the
ruins of a library of which only two books remain, a red book and a blue book.
Trapped in these books are two fictional characters, Sirrus and Achenar, sons of
Atrus. The latter is presented as the author of more magical books that have the
power to transport the player from one place to another. Sirrus and Achenar
blame each other for the death of their father and the devastation of the library.
Both plead for freedom, but as some pages are missing from the books, their
message seems incomplete and confused (Wolf 2011). After this introduction, the
action began and the player discovers more and more elements of the mysterious
144 Examples of interactive storytelling: description and analysis
world. By solving a series of riddles and puzzles, the player come into possession
of five missing pages of the book, hence the brothers are set free and present the
player with the final and ultimate decision. Namely, they advise against opening a
green book because it is supposedly a trap. On the contrary, this book led to the
place where Atrus was held captive. If the player decides to open the green book,
Atrus ask him/her to find the last page that would eventually bring him justice
(Wolf 2012). From here, four different endings were possible, involving Atrus’
freedom and revenge as well as the player’s character imprisonment. As with most
other games of the time, this was a single-player game that did not take advantage
of the internet, which was already gaining momentum. Probably the nature of the
game, which was based on a well-structured narrative, would have made it more
difficult to manage multiple actions simultaneously (Egenfeldt-Nielsen, Smith and
Tosca 2008).
Analysis
Myst remains important because it pushed the adventure genre forward, focusing
more on the narrative experience than dealing with high-paced events to enjoy
violent action. The puzzles help to create an atmosphere of mystery in the world,
which in turn was designed to evoke a participatory attitude in the player, closer to
the more traditional engagement with storytelling. Even a theme such as the
creation of a library, that helps to complete the adventure, provides an atmosphere
that attracts lovers of storytelling and literature. The Myst player did not need to
have quick reflexes or great eye-hand coordination, but rather the ability to solve
puzzles and an attitude of deductive reasoning (ibid.). This was probably the
reason why the game attracted both male and female players, opening up a field
for both sexes that was long thought to be only for males. Myst represented an
excellent balance between the nature of participation and the pleasure of a well-
designed story. It also exploited the possibilities of multimedia PC and merged
text and images into an experience that took place in a unique fictional space
between films and books. In other words, it was a game where the reward was the
true richness of the experience rather than scoring points through a clever
sequence of quick actions. This was highlighted by Janet Murray, who writes that,
unlike what usually happens in video games, the “losing” endings of the game are
much more satisfying than the “winning ending” because of the way incidents are
sequenced toward a dramatic effect:
Further details
A detailed description of the game and its history is available at: https://en.wikip
edia.org/wiki/Myst. There is a recent VR implementation of the game that if
faithful to the original story.
Description
The term “Pokémon” is a fusion of the words Pocket and Monsters. It refers to
the many species (1008, according to a recent count) that populate the Pokémon
Universe. Satoshi Tajiri, the game’s creator, was inspired by his childhood hobby
of collecting insects. A weedle, for example, is an insect larva with a worm-shaped
body divided into yellow to brown spherical segments. Like some natural insects,
it hides in grass and bushes, eats leaves and has a sharp stinger on its head. Players,
who take on the role of Pokémon trainers, perform three actions, collecting,
training, and battling. Specifically: (1) they collect the Pokémon species in a (fic
tional) region where a game is taking place to complete the so-called regional
Pokédex; (2) they complete the national Pokédex by transferring Pokémon from
all regions, and (3) they train a team of strong Pokémon to compete against teams
of other Trainers. The ultimate goal is to win the Pokémon League and become a
146 Examples of interactive storytelling: description and analysis
regional Champion. A wild Pokémon can be captured by throwing a Poké Ball at
it. Unless the Trainer shows a lack of experience, the captured Pokémon is owned
by the Trainer, who can send it into battles against other Pokémon and possibly
collect more wild Pokémon in the process. Each generation of the nine releases in
the main Pokémon series has introduced a new region. Regions consist of many
locations (mainly cities) that the player explores to meet the challenges (Gyms, i.
e., battlegrounds, or other competitions). The regions from the main series are
based on a real-world place. For example, the Hoenn region is based on Kyushu in
Japan and Kalos in France. There is a single player mode and a multiplayer mode
with a number of NPC (non-player characters) Trainers. A Trainer must follow a
path through a number of regions where she/he encounters creatures and battles
opponent Trainers. In some versions of the game, there are eight powerful Trai
ners, referred to as Gym Leaders. The Trainer must defeat them all in order to
compete against the region’s Pokémon League, which consists of the “Elite Four”
talented Trainers. Finally, the winning Trainer challenges the reigning Regional
Champion. The Trainer who wins this final battle becomes the new reigning
champion. The game has been developed for several platforms, starting with the
Nintendo Game Boy in 1996, and becoming an Augmented Reality experience
with Pokémon Go, which peaked at 232 million players in 2016. There have also
been several Pokémon-themed fan VR games.
Analysis
The Pokémon series (1996–) was a huge success worldwide. It was originally
released for the Nintendo Game Boy (from 1989). It was inspired by several ear
lier games in terms of collecting, training, battling, and exchanging. For example,
the Megami Tensei series (Namco and Atlus, 1987–) pioneered the “collecting”
and “training” elements of Goddesses, as well as Makai Toushi Sa-Ga (Square,
1989) and Mother (Nintendo, 1989) as RPG implementations on the Game Boy.
And, finally, the “capsule monsters” or Capsule Kaiju of Ultraseven (the third
release of the Ultraman Series), which are monsters that exist in a capsule most of
the time and only materialise when someone uses them. If one follows the guide
lines suggested by Henry Jenkins in his blogs (Jenkins 2009a; 2009b), Pokémon
can be considered a prime example of transmedia storytelling, as it distributes its
fictional elements across multiple media and has the purpose of creating a coordi
nated entertainment experience. Transmedia examples include: Pokémon Trading
Card Game (with more than 43 billion cards sold worldwide since 1996), 23
feature films (since 1998), one of the longest-running anime series (more than
1,000 episodes, seven series in Japan, 22 seasons internationally, since 1997 in
Japan, 2003 in the Western world), a fan-developed Pokémon VR game for Oculus
Quest headsets (2020), a virtual theme park (available for one month in August
2020). Roles and goals of Pokémon can be enacted by players in their daily lives:
the Pokémon experiences of travelling, catching and completing a series of quests
can be transferred to real life. Some releases included devices that can be carried in
the pocket and used to collect Pokémon points at every step. And trading cards
Examples of interactive storytelling: description and analysis 147
can be collected, traded with friends and used in battles. Transmedia storytelling is
the aesthetic form for this era of collective intelligence (ibid.). Pokémon fans have
created several websites that explore the Pokémon universe in depth and compre
hensively, cosplay at conventions, create videos and even a Pokémon VR game. It is
also true for Pokémon that each individual game is accessible in its own right while
providing a unique contribution to the overall narrative. Overall, Pokémon builds a
complex fictional world that supports multiple interconnected characters and their
stories. It constantly creates new characters that have some relationship to the
animals of Earth, but sometimes go beyond our natural rules. There are several
spin-offs of the game series, all consistent with the complex fictional world that is
constantly being expanded (e.g., each new series creates new regions). The Poké
mon storyline is simple: some people, the Trainers, hunt the wild, magical Poké
mon; then they train these creatures for battle; Trainers and the respective
Pokémon join forces to fight other Trainer/Pokémon teams. The themes addres
sed are fairly universal, namely coercion, education, friendship, cooperation and
conflict. Pokémon are many (see Bulbapedia; https://bulbapedia.bulbagarden.
net/, the community-driven Pokémon encyclopaedia, since 2005), each with a
particular aspect, superpower and personality; in some iterations of the Pokémon
series, they also bond with their respective Trainers (another strong narrative fea
ture). The Pokémon game employs a kind of sparse storytelling, with stories hidden
within the Pokémon world. As Caroline O’Donoghue (2020) has observed, these
stories are revealed in bits and pieces as the game progresses: they seem “half
written, allusive, full of hints and easter eggs”, extras to be discovered. The game
provides clues that give the impression that a story is underway to keep interest
alive. These clues are shared by players on forums and create myths about certain
facts or characters. For example, an elusive Pokémon called Mew was a hidden
extra in one of the games. Mew is a pink, bipedal, mammal-like Pokémon with
triangular ears. “Mew is said to have the DNA of every single Pokémon con
tained within its body, allowing Mew to learn and use any attack” (see Bul
bapedia). Because it was number 151 in a 150-character game and never
appeared, it created a myth about the game’s background and fans spread
various theories about how to find Mew (a widely acknowledged solution was
that Mew was hiding behind a small lorry that could only be accessed by
trading with another player). Pokémon is analysed in transdisciplinary contexts.
Here are three examples. Bainbridge (2014) considers the game in its beha
viours related to the conservation and consumption of nature at the same time,
as a reflection of Japan, a nation caught between economic development and
environmental protection. Buckingham and Sefton-Green (2003) analyse the
relationship between structure and agency in Pokémon to place it in the broad
context of children’s media culture and suggest pedagogy as an alternative tool
for analysis. Finally, Jordan (2004) examines the impact of Pokémon on chil
dren and concludes that, of the various media components, the video games
and card trading drive the brand, while cartoons and films have been the most
influential on children’s subconscious development (explored through Pokémon
characters and stories).
148 Examples of interactive storytelling: description and analysis
� Story world: the story world is a complete game multi-environment with geo
graphical regions, cities with different activities, intentional characters, Trainers
with goals and actions, Pokémon characterisations through aspects and behaviours,
battlefield environments, path travelled by Trainers. The consistency of the envir
onments is maintained across all media, creating an enduring fictional world shared
by millions of players and fans.
� Dynamic elements: the behaviours of the characters, implementing simple
personalities and reactive environments that update the state of resources and
the hierarchy of players; elements are organised into a structured universe
where creatures are defined by their morphological features and abilities in
combat. Tasks and goals are clearly defined by their adaptation to the region
and the characteristics of the battlefield.
� Engine: this is a constraint-based approach with some templates that define
paths and sequences in general (e.g., the sequencing of Pokémon to defeat
enemies in a Gym). It implements the general rules of the game by suggesting
enemies and Gyms along some paths. It also provides time for exploration and
interaction with the mentor characters.
� Display: the multimodal mode of the Pokémon saga brings with it a multitude
of interfaces, from physical cards for trading and playing to mobile devices
connected to GPS and operated via touchscreens. The graphics are very simple,
although they implement a 3D environment and have recently included GPS
positioning for use on mobile devices.
Further details
The world of Pokémon is described at length in Bulbapedia, the community-driven
Pokémon encyclopaedia, since 2005 available at: https://bulbapedia.bulbagarden.
net/. A video of the recent (2020) Pokémon VR Theme Park! – Pokémon Virtual
Fest Gameplay can be found at: https://youtu.be/pIbFs0OKHFI.
Description
This live performance is a mix between installation, film set and video game. It was
developed by Blast Theory in collaboration with the Mixed Reality Laboratory at
the University of Nottingham in the UK and has become a benchmark for an
interactive event where the narrative content is created by the same participants.
In each run of the performance, six people are sent on a mission in a virtual world
to find as many human targets as possible. After entering the performance venue
(usually a disused warehouse), the participants are led into a bare room where they
are asked to leave their personal belongings, take off their outer clothing and wear
a uniform, an anorak. They are briefed about the mission: they must find six
people (identified by name and photo), navigate through the virtual world within
a given time and cooperate with each other. Next, each player is given a headset/
Examples of interactive storytelling: description and analysis 149
microphone and led to a fabric cubicle with a personal footpad to stand on. Each
player stands in front of a rain curtain of falling water about 2 metres high and
2.5 metres wide, on which a rear projection shows the image of a motel room.
Each footpad functions like a kind of joystick; each player can navigate through
the different motel rooms in the virtual world by shifting their own weight on the
surface.
In each motel room there is a TV device playing the Gulf War coverage of
CNN news. Eventually the projection changes and the players find themselves in
an open desert landscape. Now the players can hear each other over the live audio
link, mixed with the voices of the actors (who watch the player unseen from
behind the rain curtain) giving instructions as needed. As they explore the desert,
the players can see each other (when they meet), represented as avatars with text
labels (likewise they can see the target). Eventually, each player arrives at a virtual
doorway labelled with the name of their target. Once having crossed the doorway,
the new virtual environment represents a rotating virtual cylinder, with a sign
saying, “Wait here”. Now one of the performers physically steps through the rain
curtain, approaches the player, hands him/her a plastic swipe-card and walks back
through the curtain without speaking. Now all the players are back in the virtual
world, which is an underground bunker with a labyrinth of narrow corridors.
Together they have to find the exit before the 30 minutes are up. The exit only
opens when all the players have found their targets. If they succeed, a performer
reappears to guide the players through the rain curtain - the reward for success. If
they fail, the rain stops before they are led to the next stage. The final part takes
place in the physical world. The six players go through a narrow corridor and
climb up a sand-covered ramp to enter a physical replica of the virtual motel room
(designed with wallpaper-sized photos on the wooden walls). Using the swipe card
previously obtained, each player can activate a TV set in the room and watch a
video of an interview with their target. Each video offers a different perspective on
the Gulf War. The six targets are: an actor who was on holiday in Egypt at the time; a
soldier who served in the Gulf War and one who was bedridden and followed the war
on TV; a peace worker setting up a peace camp; a reporter in Baghdad; and an actor
who played a soldier in a TV drama about the Gulf War. Finally, the participants
change back into their original clothes and leave the venue; only to find in their
pockets, eventually, a small bag of sand containing an estimated 100,000 grains, the
estimated number of casualties in the Gulf War. The description of the game is taken
from (Koleva et al. 2001).
Analysis
Thematically, Desert Rain dealt with the question of the boundaries between vir
tual and real in the specific case of the Gulf War. The starting point was the
question of whether the representation provided by TV and the media was truth
ful or fake. The performance was inspired in particular by Baudrillard’s statement
that the Gulf War was highly virtual, “a pure simulacrum, a conquest by spectacle,
nothing but a ‘show off of technological superiority’ with predictable results”
150 Examples of interactive storytelling: description and analysis
(Lushetich 2007, p. 20). Through this interactive performance, participants were
able to question the boundaries between what they perceived as real or fictional.
The work was not based on a special computer system for interactive storytelling,
but used different immersive technologies to build a dramaturgy in which events
took place thanks to audience participation. The players’ experience was not aimed
at provoking an engagement with the technology, but rather with the story that
could be told with this technology. Therefore, most of the interaction was con
trolled with the help of the actors, who suggested the actions that needed to be
performed in order to achieve the goal of the performance. The whole event was
reminiscent of a gaming experience, so the dramaturgy as a whole made people
question the war and its representation. The players had to go through different
sessions, from the initial briefing to the final video reports, as if they were going
through different levels in a game whose reward was escape from the labyrinth.
Almost every one of the sessions contained some kind of puzzle to be solved (e.g.,
finding the exit) and required some kind of physical action. These actions made up
the meaning of the whole experience and the dramatic tension built up to the
climax, the passing of the rain curtain. When the players were released from the
booths, they were also rewarded with the unusual experience of walking through
the rain curtain (Koleva et al. 2001). The work was not based on the possibility of
changing the narrative sequence, but rather on the possibility for the player to
choose his/her own position before the happenings. The more the player was
committed to the given goal, the more emotionally engaging the whole system
was. The whole dramaturgy of the performance was designed to include certain
activities, and it could only continue if these activities were carried out correctly.
To this end, several adjustments in the interaction design were necessary. For
example, it proved inappropriate for all the players to leave the booths at the
same time, as this was interpreted as the end of the performance and interrupted
the emotional involvement of the participants. Therefore, this passage was made
individual and the players were not allowed to take off their anoraks (ibid., pp.
43–44).
� Story world: the Gulf War provides the general context for the participants’
actions. Since it is a live performance, the physical space in which the actions
are performed (even if it is a virtual world) provides some implicit rules: the
cubicle, the ramp, the motel room. In other words, the dramaturgy defines a
story world using the space setting and the (verbal or physical) instructions
given by the performers of the ensemble.
� Dynamic elements: in this case, the event contains a series of narrative envir
onments in which only a specific set of actions is allowed. In the virtual reality
section of the show, the dynamic elements processed by the system are mul
timedia content and the table in which the possible actions are described and
linked. However, in this live performance, there are also actors and technicians
who intervene and therefore have a set of predetermined actions that are
planned by the director (a kind of non-automatic drama manager) and acti
vated at specific moments. In other words, there is a script (almost like rules
Examples of interactive storytelling: description and analysis 151
of the game) that dictates the collaboration between the computer elements
and the human activities.
� Engine: the dramaturgy is the core element of this performance and func
tions as the engine that implements both the sequence of macroscenes and
the actions within these scenes. The performance resorts to a kind of game
rules and involves the computational implementation of some passages (the
navigation in the virtual world) that determine the possible actions at a
given moment.
� Display: the story is presented by various means and modes. First of all, the
space in which the event is inscribed and all the multimedia devices that allow
the participants to interact with the whole set of the dynamic elements. It
should be noted that this complex form of display allows natural interaction
with the space (exploring a room, walking through the rain curtain), but also
includes some specific interfaces such as the footpad or the swipe card.
Further details
Reviews of the project, as well as videos and other resources, may be found at:
https://www.blasttheory.co.uk/projects/desert-rain.
Description
This was a location-based performance/game by Blast Theory in which 15 players
were connected online and moved around a virtual model of a city, with the goal
of not being seen by four runners chasing the players on the real city streets. It was
first performed in Sheffield and later in various cities around the world. To start,
players had to sign up on a website and were told some basic rules for the event.
They had to give their name and the name of a person they had not seen for a
long time and would like to meet. Immediately afterwards, they were placed at
their starting position in the virtual model of the city. The model showed the city
map and also the 3D sketches of some relevant buildings, but there were no
details of the surfaces of the rendering or of the moving elements (such as cars).
Apart from the players and the runners, no one was visible in this virtual model.
The area covered by the performance was generally between 500 and 1000
metres, and participants were not allowed to enter the buildings. Each player was
represented in the virtual world by a running avatar. If a runner got close enough
(5 metres) to a player, it meant “to see”. At that point, the player in question had
reached the end of the game and a score was given depending on how long the
player could hide from the runners. In the virtual world, the avatar was labelled
with the player’s name, while the runner appeared as a bright red dot and was very
visible even when far away from the player. In the real city, the runners were
equipped with a portable microcomputer, a Wi-Fi connection and a GPS and
walkie-talkie to communicate with each other and plan their pursuit strategy. They
152 Examples of interactive storytelling: description and analysis
also had a digital camera to take photos of the place where they had “seen” the
player on the run. The players could also exchange information in the form of
texts through the game system. Each could see the other’s location and access the
entire flow of information (audio and text). When the player was on the move, the
virtual model of the city was usually displayed as an aerial view of the map from a
virtual bird’s-eye view. When the player stopped and stood still, the visualisation
changed and the camera view lowered, zoomed in and rotated to show the space
around the player. Parts of the map could be selected at will to zoom in or
visualise images of the real city connected to the corresponding points on the vir
tual map. A player could participate in the performance from anywhere in the
world via an internet connection, but for each performance there was a room in
the city with dedicated computers that could be accessed. Each session of the
performance game could count on a technical team of three people in a control
room. From there they controlled the flow of information, the local network on
which the whole organisation was based, and the GPS system. This description is
taken from Benford et al. (2006).
Analysis
This interactive and location-based performance is a famous example of what is
known as pervasive gaming. It was created just as the first smartphones appeared
and the new network technologies became available on mobile phones. The theme
of the performance emphasised uninterrupted connectivity and the narrative
structure borrowed from the well-known game of hide and seek. The content of
the story was very limited, but the performance made the most of both the
action-based nature of the game and the interactivity that the GPS system
enabled (Gibbs 2004). In this particular case, interactivity was synonymous with
immersion: two groups of participants (the runners, who were specially instruc
ted performers, and the players, who connected to the game) carried out their
activities on two different levels of presence (the real city and the virtual city),
but they worked on the same action thanks to a common map. The actions of
each individual changed the course of events and possibly made them more
exciting, creating a kind of emergent dramaturgy, as is the case with group
games. The dramaturgy of this performance aimed to create the feeling of being
immersed in a shared space and participating in the events together, even if you
are in different spaces:
The audio channel, the real-time walkie-talkie stream from the runners, was
an essential part of the experience. Players reacted strongly to hearing their
names mentioned, realising that they had become the target of a chase, and
hearing the runners discuss their tactics … Beyond this, the audio channel also
provided a way for players to tune into the runners’ actual experience of the
city streets, for example, hearing them discuss crossing a road through busy
traffic or sounding out of breath when talking about running up a hill”
(ibid., p. 108)
Examples of interactive storytelling: description and analysis 153
It should be noted that the dramaturgy of this interactive performance included
the imponderables due to the sudden loss of the communication signal or other
technical unsteadiness. In other words, the designers had included the possible
failures in the system (here mainly related to the connections between the partici
pants) as part of the interaction. This involved the ability to foresee the errors and
reduce the damage: for example, by including only those areas of the city where
there was good connectivity (Benford et al. 2003). In other cases, it was important
to design a dramaturgy that incorporated the potential difficulties into the players’
experience, that is, to use the available channels of communication with partici
pants to mask the effects of uncertainty. For example, the authors recall that they
deliberately “used the term ‘seen’ rather than ‘caught’ to introduce a degree of
fuzziness as to how close a runner had to get to a player” (Benford et al. 2006,
p. 124). The designer of the performance placed great emphasis on the continuity
of the event and therefore devised a solution that ensured that communication
could be seamless even with less technologically sophisticated means. For example,
if the localising system stalled, it was still possible for the participants to manually
mark their position (ibid.). More importantly, however, this performance made
explicit the technical system behind the game and incorporated it into the audi
ence’s experience: in other words, the technical part was included in the drama
turgy of the performance. For example, the participant could use the accidental
stall of the GPS system as an element of dramatic tension in the conflict between
runners and players.
� Story world: the game of hide and seek provides an immediate and clear nar
rative context for the participants, both runners and players. The real location
and its virtual map define the site of the performance and the boundaries of
the game area.
� Dynamic elements: the participants in the performance and their avatar in the
virtual world. The system does not contain narrative units, only a table with
ID (for each participant) linked to the GPS coordinates in real time.
� Engine: this implements the table with the coordinates in the map and pro
vides real-time information on the display. The dramaturgy of the perfor
mance is the actual engine that implements the sequence of scenes and the
associated actions. The performance applies the rules of the game and
contains the computational component for some of the passages (the
navigation in the virtual world), so that the available action is authorised at
a given time.
� Display: the visualisation of the map, with the tracking of the participants and
the exchanged text message; there is also a digital radio channel transmitted to
the headphones or speakers.
Further details
Reviews of the project, as well as videos and other resources, may be found at:
https://www.blasttheory.co.uk/projects/can-you-see-me-now.
154 Examples of interactive storytelling: description and analysis
6.11 2003: Façade
Description
The concept of Expressive Artificial Intelligence can be traced back to the OZ
group at Carnegie Mellon University, largely thanks to the work of Michael
Mateas (with his PhD thesis), who later developed the first and ground-breaking
interactive theatre experiment, Façade, with artist Andrew Stern. The game, which
you can still download at https://www.playablstudios.com/facade, is an improvi
sation in which one player shares a scenario with two artificial agents. The scenario
looks like this: the player is a person invited for drinks at the home of friends
Grace and Trip, an apparently happily married, sociable and well-off couple. At the
beginning of the game, the player chooses a name to use for his or her character.
A short time later, the couple’s invitation is played as a recorded message on the
answering machine. Then the screen shows the corridor of the building and a
door that is still closed, while the voices of the hosts can be heard from inside the
flat. After the player knocks, the couple welcomes the friend. The game uses a
graphic interface that simulates a sketched 3D room (the interiors with furni
ture) with the two hosts. The game is always in first-person perspective and the
player can move freely and operate some of the objects with the mouse or arrow
keys. The two hosts communicate in English with recorded voices. The guest
can communicate by typing short sentences on the keyboard (they appear at the
bottom of the screen). Soon after the first greetings and pleasantries, the player
realises that there are some quarrels, frustrations and disagreements in the mar
riage of the two friends. What the player says or does affects the development of
the scenario and its ending. The game lasts more or less 15 minutes and can end
in different ways, all of which can be traced back to two main endings: one in
which the couple gets back together and overcomes their crisis; one in which
they (or even one of them) decide to separate. Then there is a third ending
where the player behaves rudely or unkindly and is thrown out of the flat. The
system consists of three basic elements. The first is the module that takes care of
the character’s behaviour, i.e., it sequences the agents’ actions to ensure a
smooth and consistent flow of events (the authors have developed a special pro
gramming language called ABL, A Behaviour Language). The second compo
nent is a module that interprets the player’s actions (behaviours and dialogues)
and assigns meaning to them (in particular, a positive or negative attitude
towards each of the hosts) to generate consistent and reasoned responses. The
third component is the so-called Drama Manager, that composes the different
scenes of the whole game session. The whole structure is based on the concepts
of behaviour and beat (dramatic unit). The first are atomic actions (opening the
door, taking a glass, pouring the drink); the second are short scenes (consisting
of behaviours) that achieve more articulated task (offering the guest a drink) and
that can be executed in different ways (the friend asks for a Martini or a wine)
and can even be aborted in the process (the friend refuses the drink and prefers
to talk about the holiday).
Examples of interactive storytelling: description and analysis 155
Analysis
The aim of this game is to show how the functions of Artificial Intelligence can be
used for expressive purposes in creating dramatic situations. In particular, this
improvisation aims at the emotional engagement of the player. On the gaming
side, this is the transposition of an improvisation onto a given dramatic scenario.
On the narrative side, the work experiments with creating an interactive drama
based on the ability to design rules rather than writing a sequence of lines to be
delivered. The key element is the system’s ability to sequence the action so that
the whole act is dramatic, engaging and exciting. In this case, the system has a
formal description of the dramatic arc, which is managed by the Drama Manager.
This acts as a behind-the-scenes author, directing the development of the plot and
sequencing events, themes and character behaviour to both incorporate player
improvisation and ensure the build-up of tension to the climax that ends the story.
Although not commercialised, it has been downloaded more than five million
times (https://www.playablstudios.com/) and widely discussed in the literature
on interactive storytelling or video games. It belongs to a stream that has great
relevance, albeit in a different form: it concerns games in which Artificial Intelli
gence plays a key role, especially when the game experience is linked to planning
(such as The Sims by Maxis or Black & White by Lionhead Studios). In the case of
Façade, the focus is on the ability to engage the player in an emotionally charged
relationship with the agents of the drama and their stories (a similar approach
underpinned the design of Milo and Kate by Lionhead Studios; Pizzo 2011).
Unlike other artificial agent interaction experiments, the architecture of this system
does not include an explicit computational model for the agent. The properties of
the character (e.g., personality, attitude) are implicit in the texts of the individual
scenes and are not described by beliefs, desires and intentions, as in the develop
ment of autonomous agents. The Drama Manager draws on an archive of pre
defined scenes (each consisting of actions and dialogue) and controls the plot in
real time, according to a specific narrative direction and taking into account the
player’s actions. In other words, in this case, the focus is on the plot and not on
the characters. Therefore, Façade relies on a clear definition of dramatic action,
where the player’s possibilities of deviating from the course of the plot are few and
are explicitly controlled by the Drama Manager that, in turn, tends to play
sequences that steer the action in the desired direction (Mateas and Stern 2007).
� Story world: the game presents a very everyday situation and contains some
social habits that intuitively lead the player to a usual dialogue action. At the
same time, the virtual space in which the action takes place is clearly defined
and thus contains a number of implicit rules of behaviour. In particular, the
message left on the answering machine acts as an introduction and establishes
the social framework of the event.
� Dynamic elements: the individual behaviours of the artificial agents and the
player (both actions and verbal utterances) are the set of dynamic elements
processed by the system. These are also arranged in macro-narrative units (the
156 Examples of interactive storytelling: description and analysis
beat), which together form the overall development of the dramatic situation.
All these elements are organised in an archive that is updated in real time with
the information about the behaviours already performed, the player’s actions
and the evaluation of what is happening (the actions are interpreted as affinity
with one of the two artificial agents).
� Engine: the Drama Manager is the main sequencer for all units. Thus, the
system implements the table of behaviour described in the archive and updates
it with the player’s actions, following an ordering logic that makes the sequence
of events (including atomic ones) believable and reasoned. The game is inspired
by artificial intelligence methods. Therefore, the engine plays a key role, because
it generates meaningful behaviours by processing the available dynamic elements
in real time.
� Display: the screen and the speaker present the action to the player through a
visualisation of the space from the point of view of a single person. The display
provides an intuitive interface that allows the player to type a few short lines of
text and move around the flat.
Further details
There are several game play demonstrations of the project that can be reached via
the official website at: https://www.playablstudios.com/facade
Description
FearNot! is an example of the use of Interactive Drama techniques in education
and training. Prior to FearNot!, the group CARTE (Center for Advanced
Research in Technology for Education) at the University of Southern California
had developed a number of automated systems for pedagogical interactive drama
aimed at adult education, but these early systems focused more on the agent
model than on the quality of dramatic situations. FearNot! (Fun with Empathic
Agents Reaching Novel Outcomes in Teaching) has advanced the pedagogical use
of interactive drama by combining autonomous agency and authorial control in a
complex software architecture. FearNot! emerged from the EU project VITEC
(Virtual ICT with Empathic Characters, 2002–2005) and puts the player in the
role of an observer of bullying episodes and eventually lets them step directly into
the role of the victim’s counsellor. During the game, which is intended for chil
dren and younger teenagers, the player is supposed to develop empathy for the
victim and learn from the victim’s experience how to deal with bullying. Indeed,
after a few episodes it should become clear that the right way to deal with bullies is
to seek help and support and to overcome the fear of provoking new aggressions
that will inevitably come if they are not stopped by adult intervention. The project
used artificial agents in 3D animations to bring to life the dramatic situation in
which 8–12-year-old children learn to deal with this kind of crisis. From 2006 to
Examples of interactive storytelling: description and analysis 157
2009, the EU project Ecircus (Education through Characters with Emotional-
Intelligence and Role-Playing Capabilities that Understand Social Interaction)
experimented with this approach in several schools across Europe and demon
strated its effectiveness in teaching suitable responses to bullying situations on a
large scale. At the heart of FearNot! is an agent architecture specifically designed
for dramatic role-playing and equipped with emotional intelligence (Aylett et al.
2005). In FearNot! the drama manager places the agents (i.e., the characters) in
an initial situation whose development is limited to a set of outcomes that intrin
sically depend on the agent’s goals, abilities and, not least, emotions. The main
character – a boy being bullied – who is initially driven by fear, develops through
interaction with the player, changes his deliberation and eventually escapes the
bullying situation. The whole paradigm was inspired by the Theatre of the
Oppressed developed by Augusto Boal (1931–2009). In practice, the game con
sisted of a series of episodes in which the player witnessed a series of bullying
events from a third-person perspective. After witnessing the situation in the third
person, the player entered the game in the first person and was able to discuss and
suggest possible solutions with the victim until the situation developed into more
effective strategies to counter the aggression of the bully. In FearNot! each char
acter relied on a BDI agent architecture called FAtiMa (Dias, Mascarenhas and
Paiva 2014), which is characterised by the integration of emotions into the agent’s
planning. In this architecture, the agent’s emotions were managed by two specia
lised modules, the emotion appraisal module, inspired by the OCC model of
emotions, and the coping model (for appraisal and coping, see Chapter 4, Section
4.3). The emotion appraisal module determines how the agent reacts emotionally to
an event by feeling fear, hope or other emotions in response to an event in the story.
The coping module, which aims to rebalance the agent’s emotional state that has been
disturbed by emotions, takes care of the agent’s behavioural response to its own
emotional states and determines different actions (flight, avoidance, etc.) in response
to different emotions. The planning module then had the task of translating the input
from the coping module into a sequence of practical actions, thus implementing
the strategy known in psychology as problem-oriented emotional coping. The
architecture of FAtiMa also integrated simpler stimulus-response strategies that
corresponded to an impulsive and immediate reaction to stressful events.
Analysis
The whole project is based on the idea that the process of cognitive appraisal
determines an agent’s emotional response to situations, as described in Chapter 4,
Section 4.3. Thus, in FearNot! the way characters react to events in the story is
determined by the emotions they feel in these situations. In the end, the main
character manages to escape the fear-avoidance-failure loop triggered by bullying
by opening up to new options through interaction with the player. From a peda
gogical point of view, the aim of the game is for the player to empathise with the
main character, weigh up his options, consider the consequences of his choices
from the victim’s perspective and finally develop an effective strategy. In FearNot!
158 Examples of interactive storytelling: description and analysis
the player could observe the changes in the character, whose behaviour developed
from an immediate, impulsive reaction to the deployment of rational strategies,
and verify the effectiveness of these strategies. In FearNot! two levels of develop
ment can be discerned. At the scene level, narrativity is the logical consequence of
the interaction between the characters as established by the premise: given the
premise contained in the initial situation (the characters, bully and victim, in the
same place, each with their own goals), the scene indeed develops according to
the available options of the characters (attack, flee, fight back, seek help). At the
story level, the interaction with the player leads to a change in the main character,
or more precisely to a change in their options, which are expanded as a result of
the player’s input. After each bullying episode, the main character asks the player
for help in devising an action plan: the player’s advice (make new friends, react
with violence, ask an adult for help, etc.) changes his/her available options, so that
in the next round, when the premise is realised, again with slight variations (dif
ferent room, different type of aggression, etc.), the main character will behave
differently until the final resolution (Vannini et al. 2011).
Further details
FearNot! has been developed as part of a larger effort to create an open-source
emotional agent for virtual characters and robots, called FAtiMa (Fearnot Affec-
TIve Mind Architecture). This website (https://fatima-toolkit.eu/showcase)
describes the project and collects samples and data from the applications of
FAtiMa, including FearNot!
Description
The CIRMA (Interdepartmental Centre for Research on Multimedia and Audio-
video) at the University of Turin has created an interactive virtual guide to the
Royal Apartments in Chiablese Palace in Turin. The driving idea of the project
was to create an automatically animated character that would act as a virtual guide
through the historical site on a mobile device, allowing visitors to move freely
through the rooms. When the project started, smartphones were not yet widely
available. Therefore, the production team resorted to a personal digital assistant
(PDA) (an ASUS A636 – PocketPC series). These devices were handed out to
visitors at the entrance of the Apartments. The system was able to locate the visi
tor in each room, thanks to a network of wireless access points set up specifically
for this purpose, by measuring the signal strength in relation to the individual
PDA. The display showed a 3D animated character: Carletto (Charlie), a cute
little teenage spider whose family has inhabited the palace for centuries. The
character was proud of his ancestors and enjoyed telling visitors the history of the
palace in detail, as well as many funny anecdotes about the people who have lived
there over the centuries. From time to time, Carletto would resort to his web,
which was presented as a kind of technological tool and served as an archive for his
memories. The character was portrayed as very outgoing and fond of history, but
also as someone who liked to use modern technology; the story went that he had
to hide in the corners of different rooms, but was also able to hack the internet
and thus appear on the screens of PDAs. The visit began with a kind of narrative
introduction that laid the foundation for the relationship with the visitor. The
system was able to draw on about a hundred audio and video clips (i.e., units) that
were sequenced in real time, depending on the location of the visitor (the room)
and the duration of the visit. The project was based on tagging the units according
to different criteria. The primary tagging criteria described the function of the unit
in relation to the goal: introductory (explaining how the visit works); social
160 Examples of interactive storytelling: description and analysis
(introducing the character, welcoming the visitor); directional (getting the visitor
to move through the rooms); phatic (attesting to Carletto’s presence while the
visitor takes time to observe the room). The most important criterion was the
informational one, which characterised the majority of the units. For this reason,
the team divided this criterion into different semantic dimensions: topological
(describing the location); historical (describing the historical facts related to the
location); objects (describing the different pieces of furniture and other items
located in the Apartments); chronological (providing a temporal framework for
locating the historical events); symbolic (focusing on concepts such as reigns,
battles, marriages). All these dimensions were described in ontologies that created
a domain-specific formal representation of the information knowledge about the
Apartments. The whole tagging system enabled the sequencing algorithm to
deploy the unit in a precise and narrative way. The PDA displayed the clip (the
audio was played back through headphones), creating the effect of a flowing
sequence of information, all linked by narrative logic. The visit lasted about
25 minutes and guided the visitor through the entire extension of the Royal
Apartments (Damiano et al. 2007).
Analysis
The virtual guide is about visiting a historical site. In contrast to a museum exhi
bition, the contents (works, objects, spaces) in such cases cannot be changed or
rearranged according to a curatorial narrative, but must be presented as they are.
In other words, the paintings cannot be rearranged and displayed in a certain
order (e.g., by painter). Therefore, the guide had to build the narrative based on
the existing arrangement, making the possible connections between topics (his
torical, artistic) even when moving from one room to another. The team devel
oped a script based on a general model for visiting a historical site (e.g., where to
start, what is the most important information, when to invite people to move on).
The system was able to use the units’ tagging to adapt the sequence to the beha
viour of individual visitors. In DramaTour, interaction was limited to the move
ment of the visitor through the different rooms of the Royal Apartments.
Following the script, the engine had to assemble the narrative sequence in real
time. The script was developed under the assumption that visitors who stay longer
in a room want more information. Therefore, the guide kept adding details and
anecdotes or retreating and remaining silent to give the visitor time to reflect. In
contrast, in the case of a visitor who was moving quickly, the guide only gave
general information about the space. Overall, visitors had the feeling of being
guided by a tour guide who did not just name and describe objects or provide
information on command, but told a story that related to the particular place and
followed a well-formed narrative. This was also the effect of detailed character
design. Carletto the spider had a cheerful personality, was proud of his ancestors
and became friendlier over time: these characteristics transformed the visit into a
storytelling experience where the visitor not only received factual information but
could also feel a sense of connection with the character.
Examples of interactive storytelling: description and analysis 161
� Story world: this is about the special qualities of the character, such as his
personality, and the historical information about the palace and the historical
figures associated with it. It is also about the map of the Royal Apartments
and all the implicit conventions associated with visiting a historical site.
These are the elements that place the visitor in a given and implicit cultural
framework.
� Dynamic elements: these are the list of units produced (the audio and video
clips), the information about the location, the interaction history during the
visit and the rules that allow the possible editing between the different units.
� Engine: this implements the script to sequence the units consistently with the
location of the visitor.
� Display: the PDA with headphones shows the clips and allows interaction with
the system thanks to the deliberate built-in wi-fi-based localisation.
Further details
The whole project is described on the CIRMA website, available at: https://www.
cirma.unito.it/portfolio_page/dramatour/; there is also a web implementation of
the visit, available at: https://dramatour.unito.it.
Description
This adventure video game series (for single player) comes from the comic book
series of the same name (2003–2019) by Robert Kirkman, which is also based on
the success of the television series (2010–). The game is loosely based on the
comic book but shares the same fictional world and introduces new characters.
The years in which the game series was released overlap with the year of the comic
book and the TV series, but the stories being told are not identical, creating a
complex system of storytelling across different platforms and media. The plot in
the game is complex and divided into four seasons and 19 episodes in total (plus
additional releases with further content), spanning from 2012 to 2019. A zombie
apocalypse has left the state of Georgia in the USA at the mercy of the undead,
who move extremely slowly (they are called “walkers”) but attack humans. Their
numbers are constantly increasing, not only because people are infected by their
bite, but also because it seems that sooner or later everyone will turn into zom
bies. The survivors have no choice but to crush the brains of the corpses to pre
vent this. The game features numerous characters, but begins with Lee Everett
(the player-controlled character), a former university professor sentenced to prison
for the murder of a senator who had an affair with Lee’s wife. On one of Atlanta’s
highways, just as a police officer is taking him to the prison, the car hits a zombie,
the car goes off the road and Lee wakes up in the midst of the catastrophe. Soon
the scene of the accident is overrun by zombies, but Lee manages to escape and
meets Clementine, an 8-year-old girl left by her parents with a babysitter for the
162 Examples of interactive storytelling: description and analysis
weekend. Her mother and father have left for Savannah, leaving no messages
other than a final dramatic message on the answering machine. Lee decides to
look after the girl and with the help of two other boys they manage to leave town.
So the two begin their new life on the farm of the father of one of the boys.
Although their adventures begin in the city of Atlanta, Lee and Clementine meet
several other characters with whom they eventually form a group and travel north
to Michigan in search of a survivor camp. As the story progresses, the characters
are confronted with very difficult situations, including with each other, and they
will discover that the problems stem not only from the zombie threat, but also
from the choices they make. After various ups and downs, at the end of the last
season it looks like Clementine might be reunited with her parents, but events also
suggest that Lee is doomed to turn into one of the walking dead.
Analysis
The game has been critically acclaimed for revitalising the adventure genre with a
new design that does not rely on the ability to solve puzzles, fight or explore. The
graphic style is reminiscent of the comic book, while the actions that make up the
story play out like a movie. Most of the time the player has to decide what to do,
but often it feels like the story has an autonomous course and follows its own
direction to which the player has to adapt. A key element is the need for the player
to make difficult and morally ambiguous decisions. These decisions must be made
as the story progresses (i.e., the narrative does not pause to wait for the player to
make a decision) and must be made within a certain time (i.e., time is a variable
used by the system to determine continuation). In addition to actions that have an
explicit goal and immediate consequences (e.g., kill a zombie, open a door), the
player (through the character Lee) is asked to perform actions that have no
immediate consequences but will influence the attitude that the other characters will
develop towards him. To this end, there is a feedback system (on-screen cues) that
warns the player. The design aims to give players the impression that they are parti
cipating in a story that has its own autonomy and direction, with the unfolding of
events depending on the mutual influences between the characters. In this adventure
game, the ludic experience remains that of intervening in the world, but it is a narra
tive world, which means that the actions mainly affect the value system that links the
behaviours of the different characters involved. So it is not about quick reflexes or
solving puzzles in a given environment, but about emotionally engaging with the
world of the characters and navigating it accordingly (Koenitz et al. 2015).
� Story world: there is a broad narrative context (the comic books and the TV
series) that makes it a saga. There are also the conventions of the genre (the
zombie stories). This reference context offers the player a particular orienta
tion. Also noteworthy is the particular way in which the conventions of the
adventure video game are only partially adopted. This creates a meta-narrative
in which the player reviews the similarities and differences to previous video
game experiences.
Examples of interactive storytelling: description and analysis 163
� Dynamic elements: the story is divided into scenes, which are finite narrative units.
These include the behaviour of the characters (both the player and the non-
playable characters). Although these behaviours are important to the progression
of events, the emphasis is on the sequence of narrative units. The agents are
mainly described as a network of attitudes and values that influence the course of
the scenes and are inscribed in a system of rules that define possible events and
their consequences.
� Engine: as in any modern video game, the engine is a very complex element
that encompasses different modules (for the flow of the story, for graphic
rendering, etc.). It is important that the engine implements the rules for
coordinating the different behaviours and for sequencing the different scenes.
� Display: the screen highlights the cinematography of the story, but occasion
ally also provides additional information and other feedback while the player
uses the appropriate device (keyboard, gamepad) to interact.
Further details
An extensive and detailed description of the game, with links to the comic book
and the TV series is available on Wikipedia at: https://en.wikipedia.org/wiki/
The_Walking_Dead_(video_game_series).
Description
This is an interactive drama created at the University of Geneva as part of a project
coordinated by Nicolas Szilas with the collaboration of Jean Dumas, Urs Richie,
Thomas Boggini and Nicolas Habonneau. The story takes place in the flat where
young Frank lives with his family (father, mother, sister, grandmother). His father
Paul suffers from memory loss and other behavioural problems due to the effects
of a stroke. The action begins when the mother is still at work and has asked
Frank to cook dinner. So the boy has to complete the task by trying to involve his
father and at the same time react to the actions of the other members present in
the house. It is not a video game, because it is not about solving puzzles or scor
ing points. Rather, it is a system that allows the user to experience a stressful
situation: the dramatic improvisation is meant to help the user (in the role of
Frank) test his/her decisions and behaviour in dealing with the complicated
situation. As Frank, the player can navigate through the large living/kitchen area
of the flat using the arrow keys on the keyboard or pointing with the mouse.
While Frank is trying to achieve the main goal (preparing dinner), other characters
trigger different events: for example, the sister wants to fix the DVD player, the
neighbour comes to return a book, the grandmother offers her help, the father has
to take his medicine. The graphical interface uses a 3D rendering engine (Unity)
and visualises the actions of all characters on the screen. When Frank addresses
another character, the portrait of the current addressee appears in the top centre of
164 Examples of interactive storytelling: description and analysis
the screen. When the user clicks on the picture, a list appears on the screen with
the different behaviours of Frank that are possible at that moment in relation to
that specific character: when one is selected, the corresponding action is per
formed. Note that the action can be physical (“go to the fridge and check the
food”) or verbal. In this case, a dialogue is displayed at the bottom of the screen
(there was also an implementation where the lines of dialogue were spoken by a
synthetic voice). Things do not always go as planned, because Paul constantly has
mood swings, or he forgets things, or other incidents happen in the meantime, so
Frank’s goals always have to do with the intentions of the other characters
(Habonneau et al. 2012).
Analysis
Nothing for Dinner is based on IDtension, a generative system for interactive
drama conceived and developed by Nicolas Szilas. The system starts from the
formalisation of a general structure of drama (consisting of elements and func
tions) that can support virtually any dramatic story, but also pays attention to the
process of authoring specific stories. The system architecture is divided into the
following five modules:
1 The story world: this contains the basic entities of the story (e.g., characters,
goals, tasks, subtasks or segments, obstacles).
2 The facts concerning the world or the characters (e.g., the door is closed).
3 The narrative logic contains about 40 rules, defines the logical conditions that
make events possible, and calculates the set of possible actions for each phase
of the narrative. The narrative sequencer orders the actions and calculates
their effects for the purpose of dramatic effect.
4 The user model, which stores the status of the information provided at a given
point in the story and provides an estimate of the impact of each action on the
user.
5 The theatre, which provides visualisation and interaction between the com
puter and the user.
This is, therefore, an interactive story that does not use a hypertext graph to
organise the narrative units, but generates actions based on the situation, the
user’s choices and the autonomous characters, and attempts to drive the story
forward based on a model of dramatic tension inscribed in the system. In this case,
the design team has not determined the possible connections (edges) between
established and prescribed events (nodes), nor has it decided in advance what
direction the plot should take. The team behaved more like a therapist who invites
the user to participate in a situation with some defined boundaries (the home
environment) together with other characters who have been assigned a certain
personality (attitudes and goals). This means that the rules of the story world are
fixed, while what happens in it is left to the collaborative process between the user
and the intelligent system. Every decision Frank makes is taken by a system that
Examples of interactive storytelling: description and analysis 165
takes care of producing and managing the events that follow, giving the user an
essential sense of control and agency in the story (Szilas 2003).
� Story world: the specific environment in which the story is set and the situation
in which the protagonist finds himself/herself define the narrative context.
The game conventions allow the user to navigate quite easily to achieve a goal
that is clearly defined from the beginning (the preparation of dinner). The
introductory information places the experience in the realm of education and
allows the project to avoid all the traditional elements characteristic of video
games (e.g., scoring points).
� Dynamic elements: there are basic elements such as agents, environment and
objects. These are associated with certain activities and mental states. For the
sequence of events, there are rules that link these elements to prescribed
logical situations. The elements and rules are in turn linked to a user model
whose status is constantly updated.
� Engine: the narrative sequencer is the module that implements the rules,
orders the actions, creates the dramatic tension and controls the visualisation
and interaction. For this purpose, there is also a special module for the graphics
engine that generates the rendering in real time.
� Display: the screen offers an over-the-shoulder protagonist’s point of view and
allows the user to see all the information and commands necessary for
interaction.
Further details
The project can be tested at: http://nothingfordinner.org/portal/.
Description
This is an interactive film distributed by Netflix in 2018 as part of the Black Mirror
series. It was written by Charlie Brooker, the creator of the series, and directed by
David Slade. Set in 1984 London, the film is about a young programmer, Stefan
Butler, who wants to turn the gamebook Bandersnatch into a video game. Stefan
pitches his work to the video game company Tuckersoft, for which the famous
game designer Colin Ritman also works. The story goes off the rails due to the
psychological problems of the protagonist, who feels partly responsible for
the early death of his mother. His relationship with his father is not easy either and
the sessions with the psychoanalyst do not seem to improve his torment. More
over, Colin’s involvement brings more turmoil as the famous game designer is
troubled by suspicions that there is a secret government mind control programme.
Meanwhile, the deadline for the video game approaches and Stefan’s condition
does not improve. He is even more distraught because he feels that his own life
has too much in common with that of Jerome F. Davis (the tormented author of
166 Examples of interactive storytelling: description and analysis
the game book by which he was inspired), who deliriously beheaded his own wife.
Like Davis, Stefan is haunted by the image of a “branching pathway”, a symbol
that keeps coming to his mind and which had led Davis to murder. In his panic,
Stefan feels that his decisions are being controlled by someone else and tries des
perately to find out who that someone is. The story can have several intermediate
endings: some offer a more complete sense of the story, others appear as dead
ends from which one must go back and start again. In one of the storylines, Stefan
confronts his analyst, but then it turns out to be a film set where his father is just an
actor. In another, Stefan goes through a mirror and finds himself as a child just before
his mother is killed in a train crash. Other endings are more violent, and we see Stefan
murder his father and end up in prison. Or the story suddenly switches to the present,
where Colin’s daughter, now grown up, is working for Netflix and trying to turn
Bandersnatch into an interactive film. If the TV is equipped with smart technology,
the viewer can choose between two options with the remote control at several points
in the film. The action never stops, and if no choice is made within 10 seconds, the
system makes an automatic decision. If the choices lead to a dead end where there is
no continuation, the system again suggests the last choice to continue. However, if
one of the production-defined closures is reached, the system either shows the credits
or allows the user to start again and explore other options.
Analysis
Although Netflix had already tackled interactive storytelling with some products for
children (Puss in the Book: Trapped in an Epic Tale, 2017). Bandersnatch is the most
successful and, above all, the most popular interactive film. By giving the audience the
power to change the course of the story, this film provides one of the clearest exam
ples of how the role of the viewer is called into question. For while the experience of
watching an episode of a television series remains almost unchanged (you watch it on
TV, you do not have to buy a special device, there are no special rules to learn, you
use the remote control), the viewer becomes the user. On the other hand, this very
feature has led to some critical remarks about the interactivity of the work. The pro
duction had to maintain a strong authorial control over the development of the
story, and so the spectator had access to a narrative that, although multilinear,
seemed to be subject to very precise developmental control. Indeed, as we have
seen, there are choices that are right for the development of the story towards a
closure while others lead to undeveloped branches where the system only offers
the possibility of going back and starting again (Elnahla 2019). But it is the
question of control over the course of events that creates an interesting meta
narrative in this dystopian film, thanks to this limited interactivity. The viewer is in
the same position as the protagonist, wondering who is really in control of events.
At a certain point, one of the options available to the viewer is to reply to the
protagonist: “You are being controlled by someone on Netflix.” The sentence is
certainly directed at Stefan, but it could also concern the viewer, who is being
watched by the platform (even for commercial purposes) as she/he makes her/his
choices (Conley and Burroughs 2020).
Examples of interactive storytelling: description and analysis 167
� Story world: the TV series, in which this episode is set, defines the dystopian
context. The conventions of television remain virtually unchanged, apart from
the possibility of very simple interaction via the remote control. The characters,
the setting, the development follow a traditional and well-established dramatic
model.
� Dynamic elements: the work is organised starting from narrative units associated
with a list of choices and links that create possible continuations.
� Engine: this implements the choices by activating the next unit on the basis of
the given connections
� Display: the television screen proposes sequences of units as defined by the
engine and shows the choices with which the audience can interact.
Further details
The movie can be seen on Netflix; its detailed description can be found on Wiki
pedia, including a large list of references, available at: https://en.wikipedia.org/
wiki/Black_Mirror:_Bandersnatch
Description
This is an interactive film (隐形守护者) developed by China’s New One Studio
and released online on Steam in 2019 after nearly two years of production. The
work was adapted from an earlier text-based spy game Latent Red Road by
Orange Light Game Platform. The interactive film is shot in live action, but uses
the form of static shots as in photo novels: the view pans and zooms across a static
image, or sequences of images are cut together to render an action. The player
plays the role of the protagonist Xiao Tu, an underground member of the Chinese
Communist Party. The story is set in Shanghai in 1939, during the Second Sino-
Japanese War, when the Japanese army invades the city. This was a very chaotic
time, marked by conflict between the regime of Wang Ching-wei (installed by the
Japanese army), the National Government of China, the Chinese Communist
Party and various gangs in the city. In these turbulent times, spies and counter
intelligence were everywhere. The protagonist is an undercover agent of the
Communist Party. Two years before the events depicted in the film, he is said to
have been a patriotic student in Shanghai who rallied the streets against the Japa
nese invasion, was arrested and put in prison. After his release, he goes to Japan to
study. At the beginning of the game he is officially pro-Japanese and deputy
director of a press agency, but in reality he is a member of the secret Chinese
Communist Party. The aim of the game is to infiltrate the Japanese, provide the
Communist Party with information and stay alive. There are many co-protagonists
and supporting roles in the story (34 in total) and some of them are also under
cover agents, such as Zhuang Xiaoman, officially an intelligence officer of Wang
Jingwei’s regime, but in reality an agent of the National Government of China.
168 Examples of interactive storytelling: description and analysis
The Invisible Guardian consists of six main chapters in which the player is faced
with various decisions that appear as clickable links on the screen during the game:
if the player makes the right decision, the game continues; otherwise, the story
ends either with the protagonist’s dismissal and transfer to a rural area, or with his
death. If one of these “bad ends” happens to the player, the game can start over at
the last choice and move on to another branch. If the player manages to complete
the first six chapters, the game gives access to four more chapters leading to four
endings with a deeper sense of closure. Each of these final chapters can lead to an
ending or to the next chapter. The endings are summarised as follows: “Fusang
Requiem”, in which Xiao Tu becomes a Japanese soldier but does not live long
and eventually dies in a foreign land; “Brave New World” and “For Whom the
Bell Tolls”, in which Xiao Tu joins the National Government of China and either
realises he has lost his way or is killed by a National Government official. The
clearly more fulfilling ending of the game is the fourth, “Red Youth”, in which
Xiao Tu has achieved his goals and finally marries, his wife gives birth to a child
and they live on a farm. Because of their alleged association with the Japanese,
they are considered traitors and are discriminated against for 30 years until Xiao
Tu finally receives Communist Party approval in the 1980s and his efforts are
recognised as a secret agent.
The game uses the track-switching structure to tell the story and consists of 699
video clips for a total of ten hours of gameplay. It contains 192 switching points
where the player must make a decision. Apart from the four full closure endings
that mark the accomplishment of the game, there are 112 bad endings. At any
point in the game, the player can access the flow chart of the chapter being played
and see which chapter has already been completed or still needs to be played.
Analysis
With this interactive film game, New One Studio wanted to enter the European
and American markets. The company was founded in 2015 and has since pro
duced interactive films using various technologies. This is one of their biggest
productions. Filming began in 2017 and was motivated by the success of a text-
based interactive narrative (Hidden Red Way) developed by a student under the
nickname of Fantasia. Of course, the game followed on from previous foreign
successes such as Japan’s 428: Shibuya Scramble (2008) or North America’s Ban
dersnatch (2018) (see Section 6.16); nevertheless, it opened a new page for the
spread of interactive film in China, where interactive fiction has shown great
potential for development. Interactive text-based narratives on the internet have
become increasingly popular among young Chinese audiences in recent years,
thanks mainly to two platforms such as Punch and Qiaobooks. The former
(http://www.puncheers.com/) was launched in 2017 and combines text with
multimedia elements (images, voices and short videos). The latter was founded in
2016 with the aim of developing Chinese interactive novels in a more literary
direction and competing on an international level. The Invisible Guardian wanted
to merge the standard of commercial films with interactive fiction and therefore
Examples of interactive storytelling: description and analysis 169
put a lot of resources into the production (set design, costumes, casting).
Although the tree structure of the narrative is fairly standard, the player’s engage
ment is ensured by the emotional bond with the protagonist and by a series of
choices that challenge moral and political values rather than relying on puzzles.
The protagonist’s relationships with the other characters are handled in the form of
alliances or antagonisms, they are determined by the player’s choices and play a key
role in the selection of the various endings. The game was a great success when it was
first released, even though it received bad reviews when the Steam platform had
technical problems and could not update the last chapter of the story. An important
merit of this work is that it focuses mainly on the immersive power of the narrative,
motivating the player through the protagonist’s choices rather than the actions to be
performed. In addition, the company has decided to sell the game at a price roughly
equivalent to the price of a cinema ticket in China. The impact of this video game is
unprecedented for other interactive works and represents a turning point in inter
active storytelling in China. Chinese audiences are showing increasing interest, and
there are also more artists producing and developing interactive narratives.
� Story world: the historical setting is one of the main elements guiding the
player through the narrative. The espionage story is also a familiar genre that
provides guidance to the player, while the cultural and political values conveyed
in the narrative guide the story towards the desired ending, where the hero fulfils
his mission and remains loyal to the original goal of the Communist Party, even if
this involves many sacrifices.
� Dynamic elements: the narrative is based on a graph of narrative units and
edges, with the former presented as film clips of varying length and the latter
as player alternatives.
� Engine: this implements the sequence according to the player’s selection of
available choices.
� Display: the screen renders the audio video clip and provides the alternative
choices in the form of superimposed texts to click on.
Further details
The game is distributed only in Chinese on Steam, available at: https://store.
steampowered.com/app/998940/_The_Invisible_Guardian/?l=tchinese&cc=cn.
Many of the reviews and other commentary are in Chinese but there are various
gameplay videos with English commentary on YouTube, such as https://www.
youtube.com/watch?v=U9Zu-fowE7I.
Description
Acclaimed by the critics and nominated by the Venice Film Festival (Venice VR
Expanded, in association with La Biennale di Venezia), Down the Rabbit Hole is a
170 Examples of interactive storytelling: description and analysis
production of the Sweden-based company Cortopia that brings the magic of
Lewis Carroll’s well-known narrative universe, Wonderland, to a playable Virtual
Reality experience. Praised by gamers and experts for the naturalness of its move
ments and the accuracy of its creation of the story world, Down the Rabbit Hole
immerses the player in a “minuscule miracle” where Carroll’s imagination comes alive
and extends 360° around the player with the vividness of a children’s comic book.
Down the Rabbit Hole is a prime example of remediation in Bolter’s terms (Bolter and
Grusin 1999; Bolter 2007). It brings Carroll’s iconic characters (the enigmatic Che
shire Cat, the wise and cryptic Caterpillar, the desperate White Rabbit, etc.) to the
stage through a sequence of encounters that capitalises on the popularity of the ori
ginal tale across all ages and latitudes. The visual design of the game is a mixture of
the illustrations from the original book and quotes from the Disney film (1951). It
goes a long way towards giving the player a sense of familiarity with the environment,
interrupted only by the opening and closing scenes. The first scene of the game sets
the story within the framework of a tale of adventure and mystery told by a grand
father (the narrative voice of the whole game) to his grandchild at bedtime. Conse
quently, in the final scene, the grandfather says goodnight to the almost sleeping
child and the player with some final comments on the ending (whether it is just,
acceptable, etc.), which almost places the story in the style of a moral narrative. From
this first incident onwards, the rest of the story corresponds exactly to the player’s
knowledge of the narrative universe of Wonderland: the protagonist, a girl, acciden
tally falls down the rabbit hole while searching for her lost pet, Patches; after landing
in Wonderland, she immediately encounters the White Rabbit, which triggers the
game’s second main quest, as she accidentally scatters the invitations to the Queen’s
party, that the White Rabbit was in charge of, everywhere. Getting the pet (Patches)
back and finding the lost invitations then become the character’s main goal in the
game. To complete her quest, the girl must solve puzzles to progress in the explora
tion and collect as many invitations as possible. Down the Rabbit Hole is designed to
take about two hours to play and has been released for Oculos Quest, Oculus Rift,
PlayStation VR, Steam VR and Viveport.
Analysis
If we stick to Belisle and Roquet’s definition of virtual reality as “always on the verge
of arrival” (2020, p. 3), Down the Rabbit Hole can be considered a success in its own
way, having met both audience expectations in terms of immersivity and pleasure – as
evidenced by user ratings – and critics’ expectations in terms of the game’s strong
narrative imprint. However, a closer look at the game reveals that the narrativity
ultimately revolves mainly around the conversations with the characters and that,
while the vividness of the story world undoubtedly invites exploration, the agency is
mainly focused on the intellectual sphere challenged by the successive puzzles, ulti
mately making the player’s actual effort to collect the lost invitations secondary. In
fact, the player’s final reward depends on the number of invitations collected. The
number of invitations (some, most, all) unlocks a maximum of three different endings
following a largely fixed sequence of scenes. From the point of view of the player’s
Examples of interactive storytelling: description and analysis 171
role, Down the Rabbit Hole, with its duality, can be seen as paradigmatic of the pos
sibilities and limitations of virtual reality. The player’s relationship to the protagonist –
an avatar of Alice (Ryan 2006) – is twofold: on the one hand, the player is Alice, the
character through whom he/she acts in the world in the first person; on the other
hand, the player is a kind of genius who is separated from the story world, who con
trols the protagonist like a puppeteer who lingers in the air and literally sees Alice
from a third-person perspective. The protagonist repeatedly meets other characters,
but apart from their ironic, slightly formulaic conversations with the player, they play
no clear role in the progress of the story. Instead, the player’s real antagonist is the
story world itself, Wonderland, which sets up obstacles and reveals the locations of
collectibles depending on how well the player is able to solve the puzzles. Finally, the
game’s soundtrack also plays a significant role in building immersion: following the
mood-cue model presented by Smith (2003), the finely crafted music creates a mys
terious and promising atmosphere that prepares the ground for the incidents, creates
the necessary tension and invites the player to act when the environment allows it,
which is also underlined by the sound design that accompanies the exploration of the
objects.
� Story world: this leverages on the famous fairy tale by Carroll and consists of a
series of famous locations (the Caterpillar’s Forest, the White Rabbit’s House,
the Queen’s Castle) where the player has to solve puzzles by interacting with
NPCs and objects in order to get from one location to another – similar to a
game level.
� Dynamic elements: the entire story takes the form of a list of units, each set in
a particular environment within the story world and further divided internally
into smaller units whose exact duration and even presence depend on the
player’s commitment to the game (a strongly committed player may take up
to half an hour longer than a casual player if they want to explore all the
possibilities in each scene). Each unit involves the character’s behaviour (col
lecting an object, choosing a path) and the incidents occurring in the story
world (the girl falling down the rabbit hole getting bigger); these two ele
ments together ensure that the story progresses according to a constrained set
of storylines (list of units). The character’s behaviour can be roughly divided into
three main categories: solving puzzles, collecting objects, and making decisions.
In some cases, they take the form of dialogue acts (directing, committing, etc.) in
the conversational interactions with the NPCs.
� Engine: the engine combines the challenges and the interactions with the char
acters by following a predetermined scheme for the sequences of the units, where
the characters and incident types depend on the current locations.
� Display: the environment described as an “immersive diorama” is a 3D envir
onment rich in colourful props and other objects arranged in accurately
designed layouts that recreate indoor spaces (rooms, corridors, staircases,
holes) and outdoor areas (gardens, forests, etc.) in which the player follows
the main character by freely directing his or her gaze in a 360° area. An
important element of the display is the auditory channel through which the
172 Examples of interactive storytelling: description and analysis
narrator’s voice describes, comments on and connects the story incidents. In
conversations, the player communicates with the NPCs by pointing and
clicking on signposts.
Further details
More information about the game is available at: https://downtherabbitholegame.
com/, where there is also an interview with the director Michael Gordon Shapiro.
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Index