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 Post subject: A short summary of various interactive storytelling methods
PostPosted: September 24th, 2011, 7:18 am 
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Joined: April 24th, 2011, 5:04 pm
Posts: 43
Yeah, go read it.

http://www.blog.radiator.debacle.us/2011/09/on-process-intensity-and-procedural.html

Overall, I agree with what is said there. Not that there's much opinion, but mostly facts.

Crawford's sole Storytron implementation, Balance of Power, is not that exciting, but the system itself shows potential from what I've looked at. One of the big issues with it lies in its lonewolf production mindset, where a single person could create a "storyworld", that person, Crawford hoped, being an writer. But for someone who never touched a programming language before, the system is rather cumbersome. Another problem is the approached presentation: text only. Yeah, it does wonders for manhours, especially when it comes to interactive storytelling. Then again, with text you're also competing with books. And books are so much more expressive at the moment.

Facade is the best implementation of procedural storytelling that we have so far. If the producers dropped the NLP and used a "dialogue tree" of sorts, it wouldn't felt as clunky as it did. Then again, NLP is an ideal to achieve.

The Dear Esther model is limited in what it can do, and therefore seems more like a cop out. Character is story, no way around it. At least ToT's model doesn't label itself as a narrative, and therefore drops out of this discussion.

At the end of day, sidestepping is compromise, that compromise being the fact that you can only use specific scenarios for your procedural storytelling... I'm not sure if I'm content with that.


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