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Towards Building a Fully Realized Interactive Drama
Price $5.95
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Weight 2 lb, 4 oz
SKU GDC-03-037
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Description
Towards Building a Fully Realized Interactive Drama,
439

Game Design, Lecture

Andrew Stern
Designer and Engineer, Procedural Arts LLC

Michael Mateas
Assistant Professor, Georgia Institute of Technology
Façade is an artificial intelligence-based experiment in electronic narrative an attempt to move beyond traditional branching or hyper-linked narrative to create a fully-realized, one-act interactive drama. The presentation is two-fold: detailing the results of a three-year collaboration to engineer a novel architecture for supporting emotional, interactive character behavior and drama-managed plot, and demonstrating a completed first work built within the architecture, to be publicly released as a free download in spring 2003.

In Façade, you, the player, using your own name and gender, play the character of a longtime friend of Grace and Trip, an attractive and materially successful couple in their early thirties. During an evening get-together at their apartment that quickly turns ugly, you become entangled in the high-conflict dissolution of Grace and Trip’s marriage. No one is safe as the accusations fly, sides are taken and irreversible decisions are made. By the end of this intense one-act play you will have changed the course of Grace and Trip’s lives – motivating you to replay the drama to find out how your interaction could make things turn out differently the next time.

This work is unlike narrative games to date in that the experience is explicitly dramatic, yet open-ended and non-goal-oriented, as if you are improvising a drama on stage with two intelligent actors, Holodeck-style. Interaction is direct and continuous as you converse in natural language and move and gesture freely within the dramatic world. AI controls Grace and Trip’s personality and behavior, including emotive facial expressions, spoken voice and full-body animation. Furthermore, the AI intelligently chooses the next story “beat” based on your moment-by-moment interaction, what story beats have happened so far, and the need to satisfy an overall dramatic arc.

Attendees learn the authors’ techniques of deconstructing a dramatic narrative into a hierarchy of story and behavior pieces, and get a detailed tour of an AI architecture that reconstructs a real-time dramatic performance from those pieces while integrating the player's moment-by-moment interactions. The authors shares their lessons learned about what works and what doesn't in the design and engineering of interactive stories, and discuss what it will require to create even more generative story systems in the future.

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