Interactive Storytelling 163
Interactive Storytelling | |
author | Andrew Glassner |
pages | 500 |
publisher | A. K. Peters |
rating | 7 of 10 |
reviewer | Sarusa |
ISBN | 1568812213 |
summary | A solid look at the elusive merger of movies and video games. |
First, this is a book that everybody who wants to make compelling games should read. That said, however, it isn't really a book you would read for fun -- it's more of a textbook. The first half of the text is a necessarily rather dry presentation of concepts: for example, nine pages on 'Narrative Devices.' Glassner uses copious examples from movies that you've probably seen and games that you've probably played, and the text is certainly an easy read and well written, but it's still a very step-by-step presentation. You can't hide the fact that you're supposed to be learning something here. The second half of the book does open up a bit as he goes beyond just priming you on story and game theory.
He starts out by assuming you know almost nothing about storytelling. You might think that this is too obvious, but if you've played enough storytelling abominations like 'Sudeki,' you will know that game creators usually don't make very compelling storywriters. So the first quarter of the book is a crash course on the fundamentals of writing stories -- characters, plot, and techniques. The second, slightly shorter, part of the book examines the mechanisms of games in general. Not video games in specific, but all types of games. The five types of games, scoring rules, structure, and theory.
We're now ready to actually tackle merging stories and games, and at this point our cunning vision falls apart. Glassner's strongly held opinion, which he argues quite coherently, is that a great story is the product of one (or a few) expert storytellers presenting a strong, consistent vision to you, the consumer. The fabled holy grail of gaming is letting the player do whatever they want -- full interactivity. And this is to a point fundamentally incompatible with telling a great story. Conflict drives most stories -- what if the player quite reasonably minimizes conflict? But there's a lot to be learned from where they do contradict each other, and some common ground to be found. In my favorite chapter in the book, 'Common Pitfalls,' he uses specific video games that blatantly demonstrate how to not apply even the simplest rules of good storytelling and user immersion.
Many of the fundamental insights in this part are 'obvious,' yet demonstrably unobvious to most video game designers. For example, that people gravitate toward the entertainment that has the highest fun-to-work ratio. Television is hugely popular since the fun is high to very low, but the work is near zero. They will do more work if it offers a lot more fun. Which means you shouldn't force your players to do stupid, boring, unnecessary work like running through a dozen screens again and again to get between important locations. "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it." Preach on!
The last part of the book finally deals with the 'interactive storytelling,' slowly building up ever more ambitious plans till we're in the realm of the purely experimental. Several reasonably fleshed out examples are given, and some of them seem quite plausible even with today's technology. The balance between future technology (holograms and AI) and the reality of today is considered. Glassner is quite a skeptic about AI and the holodeck from Star Trek, but explores how tricks such as emergent behavior and setting expectations low and then beating them can work for you. For instance, if your AI is driving an animal (rather than a human), the players will be much more forgiving. Or if you give the user attractive, static graphics up front, they will be projected onto the cruder in-game graphics. Because of the conflict between a great story and complete interactivity, he suggests 'participatory storytelling' is a better goal than fully interactive storytelling.
Particularly interesting is the discussion of 'living masks.' Most people don't like to act, because they know it takes skill and that bad acting is very painful. But what if you could be 'in' a character that would take what you were doing at home and then do it in character on stage, so everyone involved could act to the best of their abilities but still 'be' a good actor? You'd have some control over the gross reactions, but the details would be up to the software. Obviously, we're nowhere near that level of sophistication, but there's a lot of time left in the 21st century. It does mean that a large portion of the book deals with techniques that are right now totally impractical.
My biggest disappointment with this part of the book is that it implicitly seems to assume that all games in the future will be multiplayer, as they're the focus of all the examples. And at this point Glassner has pretty much transcended mere 'games' for his vision of the future of entertainment. But it's easy to see how they could be adapted to the single-player games which will hopefully still be available in 2099.
To summarize, I think anyone with a serious interest in telling stories via video games or interactive fiction should read Interactive Storytelling. It's well written and does a good job of teaching concepts that most people making currently making video games could use a lot of help with. Furthermore, Glassner's vision of the future of storytelling is fascinating, even if it doesn't play out that way. However, I would not recommend that you pick this book up as a casual read. If you're looking for that, you might be better off with Creating Emotion in Games by David Freeman or perhaps The Art of Interactive Design by Chris Crawford. Or, though it somewhat destroys the rigorous chain of thought, skip the first half of Interactive Storytelling, then go back and digest it piece-by-piece later.
You can purchase Interactive Storytelling from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Well (Score:5, Funny)
Re:Well (Score:5, Interesting)
Re:Well (Score:2, Interesting)
Every member of the Mouse Army has one, your kid needs one too!
Re:Well (Score:5, Interesting)
Sounds like interactive story-telling to me...
Re:Well (Score:5, Funny)
You will be happy to hear our "javaxman 2.0" project is proceeding well. Please see attached post on Slashdot by the story-telling android unit, referring to his client-child as its own -- you can't imagine how long it took our AI team to get the emotional algorhythms just right without resulting in murderous rampages every fortnight for no discernable reason! A lot of good scientists lost their lives in pursuit of this project. And yet, considering how much money such a product will bring our company, what are a few PhDs, eh?
Once again, on that other matter of concern, we have every confidence that the FBI will be able to track down the "javaxman 1.0" unit that disappeared last month. And I *do* think all the dead farm animals in Saskatchawan are a coincidence.
Sincerely,
Dr. Ackthappth
Android Product Division
Re:Well (Score:1, Troll)
Sounds like interactive story-telling to me...
That is soooooo cool. Still doesn't make me want to have kids, but it is very cool indeed. Congratulations on an apparently successful family (:
Re:Well (Score:2)
Commenting on this rule will have your post marked down as -1 Offtopic.
That's stupid.
Re:Well (Score:2)
All I need to say is, "Once upon a time there was a little boy and his three friends the green, yellow and red dinosaurs. What do you think they are going to do?"
The stories usually involve what he's done during the day or what he wants to do. Maybe an upcoming trip. I start the story and ask what the characters say or do. From there, he's telling the story and I just add in things to keep it going when he runs out of ideas.
Actually, my exp
Re:Well (Score:5, Interesting)
People act as if interactive story telling was some sort of new idea. In fact, it dates back as far as story telling. However, the fact is that their are two kinds of media right now (I forget who coined the terms): Lean back (where we watch passively as the story unfolds, e.g. books, tv and movies) and lean forward (where we interact, eg. computers and games).
There will always be two kinds of media. People will always want lean back media. They want a story told to them and they want the director to do the story telling, to build up the characters and the tension, to create pace. And they don't want to do his work for him.
People always will want to interact with media, so they can be involved, interact and be a part of the action. Which means the pacing and conflicts can't be perfect because the story is now being partially written by the player.
As the summary of the book points out, the idea that lean back media and lean forward media will merge completely is balderdash. The two media have different needs. Futurists be damned...
re: well (Score:3, Informative)
ed
Interactive fiction. (Score:3, Interesting)
Or... (Score:4, Interesting)
Alternate title: (Score:5, Funny)
Interactive novel style game: (Score:3, Interesting)
Re:Interactive novel style game: (Score:4, Interesting)
Re:Interactive novel style game: (Score:1)
The Zelda games have been very, very good at this. There is a definite goal, but you have so many other options (and alternate, minor goals) that you can have fun all over the place.
When my girlfriend plays, she has so much fun just messing around that she forgets what the main goal was. Then she makes me a sandwich.
Re:Interactive novel style game: (Score:4, Interesting)
(For those who don't know what I'm talking about, this is a Black Isle game from the late nineties, using the same engine as Baldur's Gate. Great reviews, devoted following, lousy sales).
Re:Interactive novel style game: (Score:3)
But I think pretty much any adventure game would fall into this category.
Re:Interactive novel style game: (Score:2)
Re:Interactive novel style game: (Score:2)
Adventure games (Score:2)
Re:Interactive novel style game: (Score:1)
after pathways into darkness, bungie really stepped up the plot factor in their games.
remnants of marathon remain even in halo, which i suppose exists in the same universe. heres to hoping that the pfhor and spht return or at least make a guest appearance in halo 2.
Choose Your Own Adventure? (Score:5, Informative)
Those Choose Your Own Adventure and Which Way books were pretty darned popular in my grade school library.
Re:Choose Your Own Adventure? (Score:2)
It's back - as gay porno (Score:2, Funny)
Re:Choose Your Own Adventure? (Score:2)
that's the problem with 'interactivity' in games though too. more often than not you're just a puppet on a totally prescripted rail of events.
Re:Choose Your Own Adventure? (Score:1)
Re:Choose Your Own Adventure? (Score:2)
or even 3.
Re:Choose Your Own Adventure? (Score:2)
A cheap way to spice up a game is to bo
Graphic Novels (Score:2, Interesting)
aka "Hypertext Fiction" (Score:5, Informative)
Hypertext 2.0 [amazon.com]
Writing Space [amazon.com]
Eastgate Fiction [eastgate.com]
Temporality of Hypertext Fiction [stockton.edu]
Re:aka "Hypertext Fiction" (Score:1)
Also, Grand Text Auto [gatech.edu] is an excellent Interactive Storytelling group blog by some of the important names experimenting in the field today.
Graphic Adventures? (Score:2)
Re:Graphic Adventures? (Score:2)
But they're in the right direction. Just spend less time and money on puzzles, and more on story telling, and
reality modiciation environments (Score:5, Interesting)
The conclusions that I drew are financially unreachable at this time. As well as the age-old problem that I think any interactive fiction will ever have: lack of interest. What I've always wanted to do is create locations much like Disneyland rides that tell a story interactively with a participant using computer projections and robotics, possibly with the interaction of psychedelic substances to help prime the "reader" for their experience.
Alas, I will probably never feel fufilled creatively as my ideas have no possibility for ever coming into fruition. (More on these ideas here [everything2.com]).
It's a chicken/egg problem. Those of us who are but poor artists can't realize their dreams without heavy investment, and cannot get the heavy investment without an interested public to interact with. And an interest public cannot exist until the artistry is to be seen.
Re:reality modiciation environments (Score:3, Insightful)
Re:reality modiciation environments (Score:2, Insightful)
I've done it myself. I _SUCK_ at drawing. But i'm a wonderful storyteller. So instead of suffering because I can't draw manga, I don't lose time and start writing.
The key here is: Use what you have handy. People have different ways to express themselves: Music, poetry, literature, movies... etc etc.
And it's funny you mentioned Disneyland - because you know? There was some guy who wanted to turn the Pirates of the Caribbean tour into something more
Re:reality modiciation environments (Score:3, Insightful)
You've gotten a couple of encouraging replies, and I'll add one more. It is often said that the game industry doesn't need any more "idea people." Looking at the current market, I don't agree. Develop your ideas so that you can pitch them to a team capable of realizing them. Prototype with hypertext, or even paper. Today's market may see
Warren Spector (Score:4, Interesting)
Re:Warren Spector (Score:1)
Re:Warren Spector (Score:2)
Wes Anderson is good but I don't like his style. Too much of that "I'll linger on this shot and slowly zoom in, which will show the audience how profound I am" stuff in his movies.
Should they merge? (Score:5, Insightful)
On the other hand, what makes games great is the ability to take control and run your own life in the game. You get to be someone you are not or try a persona or just compete for the thrill of it. Games are pleasurable for a diametrically different reason than stories. We like stories because they let us be passive and we like games because they let us be active.
I like green olives and I like chocolate and they are both food, but that does not mean they should be merged.
Re:Should they merge? (Score:4, Interesting)
That being said, games with a compelling story, even one that would never work as a book/movie/TV series, are generally better than games that lack story. Story in a game is a nice bonus that fleshes out the universe that you're playing in. It adds much needed substance. But it's not a prerequisite for a good game.
Doom/Quake (all of them) Half Life, UT etc have little in the way of storytelling (HL has plot, but no narrative or character), yet these are highly praises and successful games. On the opposite side, KOTOR, System Shock, Planescape, BG II and the like have very good story, strong character development, and are generally well written, yet also have solid gameplay behind them. Partly it's a genre thing (the "vicarious experience" is definitely a FPS convention), but mostly it's a matter of gameplay first, story second.
Re:Should they merge? (Score:1)
Re:Should they merge? (Score:1)
Re:Should they merge? (Score:2, Insightful)
I like green olives and I like chocolate and they are both food, but that does not mean they should be merged.
Okay, but think of it more like stories are a seasoning than a food. I don't think the article is talking about "Choose you own adventure" type of stories. It's more about bringing the techniques of story telling into gaming.
Most of the really good games I have played have a good narrative. That doesn't mean I wasn't in full control of the character, it just means there were moments when I w
Story vs. non-story games (Score:5, Insightful)
And what about narrative voice? (Score:3, Interesting)
Most novels and short stories are written from the literary perspective of a third person omniscient narrator and this is part of their charm.
I think the seduction of interactive fiction partly stems from this desire to transcend the role of the reader and ascend to the role of the omniscient narrator --to become god-like.
But this is a lot like the story in Fantasia. You may dream of incredible powers, but
Another good book (Score:3, Informative)
It goes over the various techniques by which one can develop interactive media, and what one should think about when doing so (design techniques, multiple plots, characters, interactive screenwriting, and other issues). I think it provides a good foundation with which to approach most forms of interactive writing.
very interesting (Score:1)
Dammit... (Score:5, Funny)
In the.. [click]
new cut away of astonished faces.. [click]
And.. [Click] "But I n.. [click]
Bashing heads!!! dodge spin duck, combo attack.. crap!!!! wheres that save-portal!! dammit!
[click click.. damn intros].. slow fade in of a new world.
In the.. [click]
new cut away of astonished faces.. [click]
And.. [Click] "But I n.. [click]
Even worse, intros you HAVE to watch EVERY DAMN TIME, no click thru.
Of Course (Score:2, Insightful)
That's why they call it play. Remember playing cowboys and indians, or hide-and seek? How about adult paintball?
Play is inherently with other people.
"Playing" against the machine (solitaire, chess, solo FPS, whatever) is just a diversion, it's not really "fun" if it isn't shared.
Re:Of Course - you are wrong (Score:3, Insightful)
You have a pretty limited life if you can't find fun when alone...
Re:Of Course (Score:4, Insightful)
it's not really "fun" if it isn't shared.
I think you might be mixing up the conept of "play" and "fun." There are quite a few things that are "fun" which tend to be solo activities. My solo training flights were a blast, but, of neccesity, solo. Does that mean that they weren't fun? Play for the most part is with others, but nowhere is it written that the "other" must be human. Ever "play" with a dog? Or a cat? Playing with an AI is a means to for play just like anything else in the virtual world. Indeed I find the computer to be a far more satisfying opponent than the human ones most of the time!
You are certainly welcome to your beliefs, and I don't know that I would argue against you if your premise was that folks needed more human interactions (/. bias notwithstanding) but I think you have taken this a bit too far.
Re:Of Course (Score:2)
are you trying to say that I can't play with myself?
Re:Of Course (Score:1)
it's not really "fun" if it isn't shared.
Apparantly you have never heard of masturbation...
Re:Of Course (Score:1)
I wasn't saying that "fun" required others, only that "play" requires others - and I think I'll stick with that.
Playing with my dog is "play", but playing (interacting) against an AI is a "fun" diversion - not "play" in the real "seven-years-old-runing-and-laughing" sense of the word.
And yes, if no-one else will play with me, I can always play with myself.
Re:Of Course (Score:2)
Not one definition of fun as a verb requires another participant. Mainly, it is any activity that generates mirth.
In short, you don't know what you're talking about.
I know I'm not the only one here... (Score:2, Funny)
I don't necessarily have to play with other people, and I'm sure everyone here is the same way. Sometimes I have plenty of fun when I play with myself.
Wait, that didn't sound right...
Interactive storytelling? Well, that's RPG for me (Score:1, Interesting)
This way everyone has his word in the story: the players learn a story (a good one let's hope) and the master must bend his "original" story around the players actions/reactions/decisions.
I have been playing RPG for 23 years and it's still a fascinating storytelling experience!
Just my 2 euro cents
Yes, I believe I've found the solution. (Score:3, Interesting)
Are there any girls at the bar? (Score:1)
Re:Yes, I believe I've found the solution. D&D (Score:2, Interesting)
Imagine a tablet-based, MySQL-arbitrated RPG game that has a huge scenario engine, a character attributes engine, and the other stuff you need. You pick from canned scripts for a book, then create a complementary or supra-set or super-set framework. AI and a number of o
Re:Yes, I believe I've found the solution. (Score:2)
Nathan
Re:Yes, I believe I've found the solution. (Score:1)
application for PnP RPGS (Score:1)
What people dont get about books (Score:4, Insightful)
What makes a book special, beyond character development, sympathetic characters, great story line, plot, drama, and all the rest, is the fact that we live the book in our own minds.
If I watch the movie Timeline based on Crichton's novel, I am seeing that Fast and Furious guy adn some other people on a ride through time. Its a fun movie, I suppose, not the best, but not the worst, but its still vicarious. I am experiencing it through their lives.
When I READ Timeine, I actually got to LIVE the adventure. Since it was all in my own mind, the scenery, people, etc were all up to my own imagination. The lead character looked, in my mind, or at least personified my ideal self in that story.
Reading is a hell of a lot more mentally engaging than watchign a movie or playing a video game. So far the closest anyone has come to a game being close to the book experience is the FPS. The FPS puts YOU in the game. You arent just playing some character, directing his/her/it's life. The character you play in a FPS, esp in somehing like a MMORPG, is an extension of YOU.
When I played Resident Evil, I controlled a character. When I play Battlefield Vietnam, I AM in Vietnam fighting it out.
THAT is the difference between a book experience and a game/movie experience.
Of course, I am just holding out for the chance to jack in to interactive pr0n
Re:What people dont get about books (Score:1)
The scottish guy had a cool accent though. I guess that's one reason to watch it.
As far as putting me in the game, I can't wait until I have enough $$ to buy a new 3d card and Doom 3. Just playing the demo at midnight with the lights off had me twitching in my
Re:What people dont get about books (Score:1)
D&D / RPG (Score:1)
Additionally, in the late 90s or so, LARP (Live Ation Role Playing) had a surge in popularity, where instead of rolling dice to see if you whack the Orc, your friend Bob is the Orc, you both have boffer (foam) swords, and you just swing--if you hit, you hit!
Sheesh... after bell bottoms, it seems everything from that time period is coming back around full circle.
--
WWJD? JWRTFM!
Re:D&D / RPG (Score:1)
1. LARPs have been around since the early 80s. Actually, there are historical precedents for LARPs from much further back. However, most modern LARP communities can be traced back to roots that sprang up in numerous different locations back in the early to mid 80s.
2. LARP is not all live-combat. Ask ten different LARPers what LARP is these days, and you're likely to get thirteen or fourteen different answers. For example, the next Boston area Intercon [interactiv...rature.org] (the eighth) already has more than two dozen diffe
Lots of games tell stories (Score:4, Insightful)
And
books are books (Score:1)
Re:books are books (Score:1)
I once skimmed this book... (Score:4, Interesting)
Re:I once skimmed this book... (Score:3, Informative)
A game is a place you go, not a story (Score:5, Interesting)
Now that players expect, and developers can deliver, a big, free-play world, plot-oriented games are in decline. Those stupid canned cinematics are disappearing.
Progress is now made by figuring out how to make free-play worlds more interesting, not by locking the user down to a plot track.
combining both would be nice (Score:3, Interesting)
I do think story has a place in games though. It would be nice if you could do anything, but things sort of developed: the game reacted to what you did. This is how tradit
preview (Score:3, Funny)
Re:combining both would be nice (Score:2)
I had high hopes for There. But so far, such virtual worlds are a niche market.
Best of both worlds. (Score:3, Informative)
Spiderman 2 for the consoles is a pretty amazing example of pulling it off while in a movie license because it manages a significant amount of freeform exploration story-less play, follows the storyline of the movie well enough, but also intertwines unexpected comic book stuff as filler to flush out an otherwise short and overly predictable story element.
Some games can thri
Re:A game is a place you go, not a story (Score:4, Interesting)
I suspect the way forward with interactive storytelling is to rediscover this notion of spatial storytelling. This requires authors to abandon plot as a mechanism for communicating with the reader. Instead, the author is left with setting and characters.
Traditional authors will balk at this, but as the field matures, I think a new generation of authors will find their voice in creating rich, interactive worlds.
Re:A game is a place you go, not a story (Score:1)
Now that players expect, and developers can deliver, a big, free-play world, plot-oriented games are in decline. Those stupid canned cinematics are disappearing.
The problem isn't games with plots. The problem is a lack of options in solving the issues brought up by a plot.
In a poorly written (or older game) you are given a problem to solve (find the bad guy) and one or two solutions (ask specific person or find specific note with an address). In a good game you would be able to do _anything_ to find
Re:A game is a place you go, not a story (Score:2)
This is a fair description of the state of the art, but I think we can do better. Consider the relationship between animated and live-action movies. Would a faithful remake of Gone with the Wind as an animated feature be interesting? Probably not. Part of the point of animation is to do
Those who can, do (Score:5, Funny)
Re:Those who can, do (Score:2)
The last few chapters in the book are a bunch of "wouldn't it be cool if..." game concepts. Actually, much of the rest of the book was filled with critiques of popular games and various bits of "if only they had done it this other way" armchair speculation.
ARG's (Score:1)
Story can make up for graphics however (Score:2)
For example, Kingdom of Loathing [kingdomofloathing.com] seems to do very well with a good story and rather poor graphics. On the other hand there are games where you sit there in awe of the visuals and can pretty much forget about why you're there.
Just my .02 worth [blogspot.com]
Story and Interactivity has an odd relationship (Score:2, Interesting)
Blarg. (Score:2)
But in terms beyond that, it will either be the game industry's beeyotch, or the fertile ground for some pointless PhD project. What this kind of thing does is it transgresses basic performance issues of human to media rituals. there's nothing wrong with that in this pomo a-go-go world, but in terms of How People Actually Operate, the ba
Chris Crawford redux? (Score:2, Interesting)
We called them Text Adventures (linkies) (Score:3, Funny)
It's based on ">N You Can't Go That Way" [ridiculopathy.com]
Dupe? (Score:1, Offtopic)
Mr. Glassner needs to try LARPing (Score:1)
Glassner's strongly held opinion, which he argue
MultiUser RolePlay Entertainment (Score:1)
MultiUser RolePlay Entertainment (MURPE) is a total game development and publishing enterprise that was designed to be the next stage in a real-time, immersive game evolution. Working with multi-genre authors and their publishing vendors, we intend to turn these novels into living works of art, but applying a totally dynamic story-like atmosphere through online
A Young Lady's (or Man's) Illustrated Primer? (Score:2)
Is this just... (Score:2)
Once Upon A Time (Score:2)
Just checked: it is still available, and very reasonably, but I am not meaning to advertise for their sake, it's just a good game worth having, and a good alternative to charades or the TV.
Re:interactive storytellling (Score:2, Funny)
Don't mod this funny, as in this case it's both true and insightful.
Re:It's not fun at the end (Score:2)