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Creating Satisfying
Game Experiences with
Coherent Emergent
Stories
Gail Carmichael
David Mould
Graphics, Imaging, and Games Lab
Carleton University
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
Improve interactive story
experiences in open-world
adventure and role-playing
games.
Goal
Techniques for creating
more satisfying, coherent
emergent stories.
Proposed Solution
Techniques for creating
more satisfying, coherent
emergent stories.
Proposed Solution
1 2 3 4 5
6
Kernels: the story’s backbone
1 2 3 4 5
6
Satellites: flesh out the kernels
Satellites : Kernels
Traditional Media
Satellites : Kernels
Games
Techniques for creating
more satisfying, coherent
emergent stories.
Proposed Solution
Causal connections
Story element development
Noticeable structure
Meaning
Every event and gameplay action has meaning
Coherency
Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
Planner-based
Causal connections
How to develop story elements?
Difficult to author
Transformationalist
Real-world story structures
Coherency from rigid structures
Inconsistency in emergent structures
Easier to arrange satellites for story development
Structuralist
Planner-based
Causal connections
How to develop story elements?
Difficult to author
Transformationalist
Real-world story structures
Coherency from rigid structures
Inconsistency in emergent structures
Easier to arrange satellites for story development
Structuralist
Kernels and satellites
Authorial control over core plot
Each satellite has a function in the story
Structuralist
Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot
according to measures of story progression and gameplay history,
leading to more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Quantifiable Story
Elements (QSE)
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Story state: numerical
values for each QSE
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Scene state: tag a
scene node about how
it functions in story
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Relevance
values
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Desire values
Story State
Themes:
Finding bravery: 6
Characters:
Hero: 4
Enemy: 5
Tension: 7
Scene 1: Player
volunteers to stop threat
of a nearby enemy
Themes:
Finding bravery: 3
Scene 2: Learn that
nobody has dared face
this enemy before
Prerequisite:
Completed scene: 1
Characters:
Enemy: 6
Scene 3: Hero previously
acquired weapon and is
scared to use it
Characters:
Hero: 6
Themes:
Finding bravery: 5
Controls scene
availability
(1) Discard nodes that do not meet all
prerequisites
(2) Calculate priorities for remaining
nodes using modifiers
(3) Offer nodes with the highest
priority to player
(4) Present content of node chosen by
player
(5) Update the story state
Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
1 2 3 4 5
6
1 2 3 4 5
6
1 2 3 4 5
6
Dialog
Lighting
Motifs
Making Connections
Suggest possibilities through
connections
Ambiguity
Contributions
A design philosophy for emergent stories based on a low ratio of
kernels to satellites.
An algorithm to prioritize scenes outside of the core plot according
to measures of story progression and gameplay history, leading to
more satisfying stories.
Techniques to automatically insert threads of commonality
between scenes to enhance the coherence of emergent stories.
An approach to visualizing the shape of a story from the
perspective of the development of story elements such as theme,
character, setting, and so on.
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories
Completed Work
Future Work
• Winter 2015
• Evaluate Jason and the Golden Fleece prototype
• Experiment with scoring mechanics and prerequisites
• Develop content for informal user feedback
• Summer 2015
• Design and develop a prototype game to explore ambiguity (10 weeks)
• Begin development of visualization author support tools (3 weeks)
• Conduct formal user studies on ambiguity game prototype (3 weeks)
• Fall 2015 / Winter 2016
• Finish development of visualization author support tools
• Wrap up user study and data analysis
• Produce solutions for user interface issues
• Summer 2016
• Write thesis (16 weeks)
Thank You!

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Thesis Proposal: Creating Satisfying Game Experiences with Coherent Emergent Stories

  • 1. Creating Satisfying Game Experiences with Coherent Emergent Stories Gail Carmichael David Mould Graphics, Imaging, and Games Lab Carleton University
  • 5. Improve interactive story experiences in open-world adventure and role-playing games. Goal
  • 6. Techniques for creating more satisfying, coherent emergent stories. Proposed Solution
  • 7. Techniques for creating more satisfying, coherent emergent stories. Proposed Solution
  • 8. 1 2 3 4 5 6 Kernels: the story’s backbone
  • 9. 1 2 3 4 5 6 Satellites: flesh out the kernels
  • 10. Satellites : Kernels Traditional Media Satellites : Kernels Games
  • 11. Techniques for creating more satisfying, coherent emergent stories. Proposed Solution
  • 12. Causal connections Story element development Noticeable structure Meaning Every event and gameplay action has meaning Coherency
  • 13. Contributions A design philosophy for emergent stories based on a low ratio of kernels to satellites. An algorithm to prioritize scenes outside of the core plot according to measures of story progression and gameplay history, leading to more satisfying stories. Techniques to automatically insert threads of commonality between scenes to enhance the coherence of emergent stories. An approach to visualizing the shape of a story from the perspective of the development of story elements such as theme, character, setting, and so on.
  • 14. Contributions A design philosophy for emergent stories based on a low ratio of kernels to satellites. An algorithm to prioritize scenes outside of the core plot according to measures of story progression and gameplay history, leading to more satisfying stories. Techniques to automatically insert threads of commonality between scenes to enhance the coherence of emergent stories. An approach to visualizing the shape of a story from the perspective of the development of story elements such as theme, character, setting, and so on.
  • 15. Planner-based Causal connections How to develop story elements? Difficult to author Transformationalist Real-world story structures Coherency from rigid structures Inconsistency in emergent structures Easier to arrange satellites for story development Structuralist
  • 16. Planner-based Causal connections How to develop story elements? Difficult to author Transformationalist Real-world story structures Coherency from rigid structures Inconsistency in emergent structures Easier to arrange satellites for story development Structuralist
  • 17. Kernels and satellites Authorial control over core plot Each satellite has a function in the story Structuralist
  • 18. Contributions A design philosophy for emergent stories based on a low ratio of kernels to satellites. An algorithm to prioritize scenes outside of the core plot according to measures of story progression and gameplay history, leading to more satisfying stories. Techniques to automatically insert threads of commonality between scenes to enhance the coherence of emergent stories. An approach to visualizing the shape of a story from the perspective of the development of story elements such as theme, character, setting, and so on.
  • 19. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5
  • 20. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Quantifiable Story Elements (QSE)
  • 21. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Story state: numerical values for each QSE
  • 22. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Scene state: tag a scene node about how it functions in story
  • 23. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Relevance values
  • 24. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Desire values
  • 25. Story State Themes: Finding bravery: 6 Characters: Hero: 4 Enemy: 5 Tension: 7 Scene 1: Player volunteers to stop threat of a nearby enemy Themes: Finding bravery: 3 Scene 2: Learn that nobody has dared face this enemy before Prerequisite: Completed scene: 1 Characters: Enemy: 6 Scene 3: Hero previously acquired weapon and is scared to use it Characters: Hero: 6 Themes: Finding bravery: 5 Controls scene availability
  • 26. (1) Discard nodes that do not meet all prerequisites (2) Calculate priorities for remaining nodes using modifiers (3) Offer nodes with the highest priority to player (4) Present content of node chosen by player (5) Update the story state
  • 27. Contributions A design philosophy for emergent stories based on a low ratio of kernels to satellites. An algorithm to prioritize scenes outside of the core plot according to measures of story progression and gameplay history, leading to more satisfying stories. Techniques to automatically insert threads of commonality between scenes to enhance the coherence of emergent stories. An approach to visualizing the shape of a story from the perspective of the development of story elements such as theme, character, setting, and so on.
  • 28. 1 2 3 4 5 6
  • 29. 1 2 3 4 5 6
  • 30. 1 2 3 4 5 6
  • 32. Contributions A design philosophy for emergent stories based on a low ratio of kernels to satellites. An algorithm to prioritize scenes outside of the core plot according to measures of story progression and gameplay history, leading to more satisfying stories. Techniques to automatically insert threads of commonality between scenes to enhance the coherence of emergent stories. An approach to visualizing the shape of a story from the perspective of the development of story elements such as theme, character, setting, and so on.
  • 36. Future Work • Winter 2015 • Evaluate Jason and the Golden Fleece prototype • Experiment with scoring mechanics and prerequisites • Develop content for informal user feedback • Summer 2015 • Design and develop a prototype game to explore ambiguity (10 weeks) • Begin development of visualization author support tools (3 weeks) • Conduct formal user studies on ambiguity game prototype (3 weeks) • Fall 2015 / Winter 2016 • Finish development of visualization author support tools • Wrap up user study and data analysis • Produce solutions for user interface issues • Summer 2016 • Write thesis (16 weeks)