skip to main content
research-article

Towards consistency in interactive storytelling: Tension arcs and dead-ends

Authors Info & Claims
Published:06 November 2008Publication History
Skip Abstract Section

Abstract

Interactive storytelling (IS) systems are an emerging class of interactive entertainment applications with an emphasis on narrative aspects. One of the approaches used to develop IS applications is based on planning algorithms. This article describes two mechanisms that can be introduced to planning-based IS in order to solve two problems that are inherent in this approach. The first is a technique to control the pace at which a story evolves, so that the story that is generated follows a specific tension arc. The second is a method that makes it possible to avoid dead-ends in a story by intervening to justify previous events. These mechanisms help to produce a more enjoyable user experience, since their use tends to result in stories with higher narrative consistency. Results from experiments with users suggest that the proposed mechanisms improve both of the aspects addressed by this article.

References

  1. Bal, M. 1997. Narratology: Introduction to the Theory of Narrative (2nd ed.). University of Toronto Press, Toronto, Ont.Google ScholarGoogle Scholar
  2. Barros, L. M. and Musse, S. R. 2005. Introducing narrative principles into planning-based interactive storytelling. In Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE 2005), ACM, New York, 35--42. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Barros, L. M. and Musse, S. R. 2007. Improving narrative consistency in planning-based interactive storytelling. In Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 07).Google ScholarGoogle Scholar
  4. Charles, F., Lozano, M., Mead, S. J., Bisquerra, A. F., and Cavazza, M. 2003. Planning formalisms and authoring in interactive storytelling. In Proceedings of TIDSE '03: Technologies for Interactive Digital Storytelling and Entertainment.Google ScholarGoogle Scholar
  5. Crawford, C. 2004. Chris Crawford on Interactive Storytelling. New Riders Games, Indianapolis, IN. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Glassner, A. 2004. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Hoffmann, J. 2003. The Metric-FF planning system: Translating “ignoring delete lists” to numeric state variables. J. AI Research 20, 291--341. Special issue on the Third International Planning Competition. Google ScholarGoogle ScholarCross RefCross Ref
  8. Lebowitz, M. 1985. Story-telling as planning and learning. Poetics 14, 483--502.Google ScholarGoogle ScholarCross RefCross Ref
  9. Magerko, B. 2005. Mediating the tension between plot and interaction. In Imagina 2005.Google ScholarGoogle Scholar
  10. Mateas, M. and Stern, A. 2003. Façade: An experiment in building a fully-realized interactive drama. In Game Developers Conference, Game Design track.Google ScholarGoogle Scholar
  11. Murray, J. H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Riedl, M. O., Saretto, C. J., and Young, R. M. 2003. Managing interaction between users and agents in a multi-agent storytelling environment. In Proceedings of the AAMAS'03: The Second International Conference on Autonomous Agents and Multi-Agent Systems. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Russell, S. and Norvig, P. 2002. Artificial Intelligence: A Modern Approach (2nd ed.). Prentice Hall, Englewood Cliffs, NJ. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Tobias, R. B. 1993. 20 Master Plots: And How to Build Them. Writer's Digest Books, Cincinnati, OH.Google ScholarGoogle Scholar
  15. Zagalo, N., Barker, A., and Branco, V. 2004. Story reaction structures to emotion detection. In Proceedings of the SRMC'04, ACM Multimedia 2004 Workshop on Story Representation, Mechanism, Context, 33--38. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Towards consistency in interactive storytelling: Tension arcs and dead-ends

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    • Published in

      cover image Computers in Entertainment
      Computers in Entertainment   Volume 6, Issue 3
      SPECIAL ISSUE: Media Arts
      October 2008
      256 pages
      EISSN:1544-3574
      DOI:10.1145/1394021
      Issue’s Table of Contents

      Copyright © 2008 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 November 2008
      • Accepted: 1 June 2008
      • Revised: 1 May 2008
      • Received: 1 November 2007

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article
      • Research
      • Refereed

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format