Skip to main content

Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5334))

Abstract

Of all forms of storytelling, interactive storytelling presents authors with a unique opportunity: while most traditional stories must rely on having general high appeal, the nature of interactive stories to encourage audience interaction allows aspects of each individual’s state to be automatically inferred. Given such information, an author’s decisions would become more informed, and his ability to affect the audience would be improved. In this paper, we present an analysis of the decision-making process in interactive storytelling, and construct a method for characterizing storytelling systems based on features of their design. We demonstrate our method by comparing four recently published systems, and review related literature on inferring player information. Finally, we present Delayed Authoring, a new perspective on the design of interactive storytelling systems which takes advantage of their opportunity to make stories player-specific.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Barber, H., Kudenko, D.: Dynamic generation of dilemma-based interactive narratives. In: 3rd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2007), pp. 2–7. AAAI Press, Palo Alto (2007)

    Google Scholar 

  2. El-Nasr, M.S.: Interaction, narrative, and drama creating an adaptive interactive narrative using performance arts theories. In: Interaction Studies. 8(2), pp. 209–240. John Benjamins Publishing Company, Philadelphia (2007)

    Google Scholar 

  3. Sharma, M., Ontañón, S., Mehta, M., Ram, A.: Drama management evaluation for interactive fiction games. In: AAAI Fall Symposium 2007 on Intelligent Narrative Technologies. AAAI Press, Palo Alto (2007)

    Google Scholar 

  4. Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive storytelling: A player modelling approach. In: 3rd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2007), pp. 43–48. AAAI Press, Palo Alto (2007)

    Google Scholar 

  5. Magerko, B.: Player Modeling in the Interactive Drama Architecture. PhD thesis, Computer Science and Engineering. University of Michigan, Ann Arbor (2006)

    Google Scholar 

  6. Nakasone, A., Ishizuka, M.: ISRST: An interest based storytelling model using rhetorical relations. In: Hui, K.-c., Pan, Z., Chung, R.C.-k., Wang, C.C.L., Jin, X., Göbel, S., Li, E.C.-L. (eds.) EDUTAINMENT 2007. LNCS, vol. 4469, pp. 324–335. Springer, Heidelberg (2007)

    Chapter  Google Scholar 

  7. Peinado, F., Gervás, P.: Transferring game mastering laws to interactive digital storytelling. In: Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., Feix, A. (eds.) TIDSE 2004. LNCS, vol. 3105, pp. 48–54. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  8. Valve Corporation: Half-life 2 (2004), http://www.half-life2.com/

  9. Bethesda Softworks: The Elder Scrolls IV: Oblivion (2006), http://www.elderscrolls.com/games/oblivion_overview.htm

  10. Albrecht, D.W., Zukerman, I., Nicholson, A.: Bayesian models for keyhole plan recognition in an adventure game. In: User Modeling and User-Adapted Interaction, vol. 8(1-2), pp. 5–47. Kluwer Academic Publishers, Norwell (1998)

    Google Scholar 

  11. Mateas, M., Stern, A.: Procedural authorship: A case-study of the interactive drama Façade. In: Digital Arts and Culture: Digital Experience: Design, Aesthetics, Practice (DAC 2005), Copenhagen (2005)

    Google Scholar 

  12. Riedl, M.O., Stern, A., Dini, D., Alderman, J.: Dynamic experience management in virtual worlds for entertainment, education, and training. In: Tianfield, H. (ed.) International Transactions on Systems Science and Applications, vol. 4(1), pp. 23–42. SIWN Press, Glasgow (2008)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Thue, D., Bulitko, V., Spetch, M. (2008). Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling. In: Spierling, U., Szilas, N. (eds) Interactive Storytelling. ICIDS 2008. Lecture Notes in Computer Science, vol 5334. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89454-4_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-89454-4_30

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89424-7

  • Online ISBN: 978-3-540-89454-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics