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Structuring Narrative Interaction: What We Can Learn from Heavy Rain

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Interactive Storytelling (ICIDS 2011)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7069))

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Abstract

Designing interactive narrative has been focused intensively on creating “smart” storytelling systems that react intelligently to players. Such systems, however, take a lot resource to develop and, as a result, rarely produce a full-scale narrative experience. This paper studies the structure of the interactive narrative game Heavy Rain and reveals some economic design strategies that address the problem.

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References

  1. Mateas, M., Stern, A.: Writing Façade: A case study in procedural authorship. In: Harrigan, P., Wardrip-Fruin, N. (eds.) Second Person: Role-Playing and Story in Games and Playable Media, pp. 183–207. MIT Press, Cambridge (2007)

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  3. Riedl, M., Thue, D., Bulitko, V.: Game AI as Storytelling. In: Calero, P.A.G., Gómez-Martin, M.A. (eds.) Artificial Intelligence for Computer Games, pp. 125–150. Springer, Heidelberg (2011)

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  4. Ryan, M.: Avatars of Story. University of Minnesota Press, Minneapolis (2006)

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© 2011 Springer-Verlag Berlin Heidelberg

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Wei, H. (2011). Structuring Narrative Interaction: What We Can Learn from Heavy Rain . In: Si, M., Thue, D., André, E., Lester, J.C., Tanenbaum, T.J., Zammitto, V. (eds) Interactive Storytelling. ICIDS 2011. Lecture Notes in Computer Science, vol 7069. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25289-1_43

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  • DOI: https://doi.org/10.1007/978-3-642-25289-1_43

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25288-4

  • Online ISBN: 978-3-642-25289-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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