Journals / AJIT-e: Academic Journal of Information Technology / 2012 / Cilt: 3 Sayı: 8

Fundamentals of Interactive Storytelling

Etkileşimli Hikayeciliğin Temelleri

Pages
19–42
Publication Date
2012-07-01
DOI
—
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Finally, the article proposes a framework to explain “how” to customize for maximum player enjoyment and optimal game experience within an interactive storytelling system.

📌 3 Key Takeaways

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Objective & Hypothesis:The focus of interactive storytelling should not only be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but also on the computer-mediated communication processes, such as the relatedness of transmitted messages with previous exchanges of information, the number of attributes to be manipulated by the player, or the level of player control on the messages.
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Key Findings & Data:It is argued that an approach to maximize player enjoyment in a computer game is to customize/personalize the gaming experience and the associated computer-mediated communication processes.
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Conclusion & Impact:Finally, the article proposes a framework to explain “how” to customize for maximum player enjoyment and optimal game experience within an interactive storytelling system.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:etkileşimli hikayecilik · oyun deneyimi · rol yapma oyunları

Abstract

The focus of interactive storytelling should not only be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but also on the computer-mediated communication processes, such as the relatedness of transmitted messages with previous exchanges of information, the number of attributes to be manipulated by the player, or the level of player control on the messages. It is argued that an approach to maximize player enjoyment in a computer game is to customize/personalize the gaming experience and the associated computer-mediated communication processes. To this aim and to provide answers to “how” and “what” should be customized, the article first explores the problematic notions of interactivity and then frame the discussion in the context of interactive storytelling systems. Secondly, it analyses table-top role-playing games RPGs - the live counterpart of computerized interactive storytelling systems – in an attempt to find “what” to customize. In particular, it focuses on the Dungeon Master whose role in co-ordinating human-to-human communication process of interactive storytelling provides valuable insights into how to handle the human-to-machine/game communication process. Finally, the article proposes a framework to explain “how” to customize for maximum player enjoyment and optimal game experience within an interactive storytelling system.

Özet

Etkileşimli hikayecilik sistemleri sadece teknolojinin niteliklerine veya yapay zeka teknikleri, planlama kuralları, hikaye temsili gibi iletişim ortamının karakteristik özelliklerine odaklanmamalıdır. İletilen mesajların önceki mesaj alışverişleriyle ilişkisi, oyuncu tarafından manipüle edilen nitelik sayısı veya oyuncunun mesajlar üzerindeki kontrolü gibi bilgisayar ortamlı iletişim süreçleri de teknik bileşenler kadar önemlidir. Bir bilgisayar oyununda kullanıcı memnuniyetini arttırmanın yolu oyun deneyimini ve ilgili bilgisayar ortamlı iletişim sürecini kişiselleştirmekten geçmektedir. Bu amaca ulaşmak ve 'neyin' 'nasıl' kişiselleştirilmesi gerektiğini göstermek için, bu makale öncelikle etkileşim kavramının sorunlarını tartışmakta, ardından aynı bağlamda etkileşimli hikayecilik sistemlerini incelemektedir. Masaüstü rol yapma oyunlarından yola çıkarak 'neyin' kişiselleştirilmesi gerektiğini inceledikten sonra bir motivasyon taslağı ortaya atarak kişiselleştirmenin 'nasıl' yapılması gerektiğini ifade etmektedir.

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Cite This Article

BOSTAN, B., MARSH, T. (2012). Fundamentals of Interactive Storytelling. AJIT-e: Academic Journal of Information Technology, Cilt: 3 Sayı: 8, 19–42. https://ajindex.com/articles/899228

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