Interactive Narrative
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Interactive Narrative
Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly. The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology, sociology, cognitive science, linguistics Linguistics is the scientific study of human language. It is called a scientific stu ...
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Transmedia Storytelling
Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies. From a production standpoint, transmedia storytelling involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other. History Transmedia storytelling can be related to the concepts of semiotics and narratology. Semiotics is the "science of signs" and a discipline concerned with sense production and interpretation processes. Narratology looks at how structure and function factor into narrative with r ...
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Digital Entertainment
Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): *digital media *new media *video on demand *video games *interactive entertainment *online gambling * mobile entertainment *social media *streaming services "Digital entertainment", largely a hard to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, Digital Rights Management, multimedia and streaming media. Apart from pure entertainment, the term rests upon the observation that already in 2011 in the UK, for example, "nearly half of people’s waking hours are spent using media content and communications services" ("screen time"). Digital entertainment is inextricably connected with digital marketing. People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. ...
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Mass Effect
''Mass Effect'' is a military science fiction media franchise created by Casey Hudson, Drew Karpyshyn and Preston Watamaniuk. The franchise depicts a distant future where humanity and several alien civilizations have colonized the known universe using technology left behind by advanced precursor civilizations. The franchise originated in a series of video games developed by BioWare and published by Electronic Arts. Each installment is a third-person shooter with role-playing elements. The first three games form a trilogy in which the player character, Commander Shepard, attempts to save the Milky Way galaxy from a race of ancient, hibernating machines known as the Reapers. The inaugural video game in the series, ''Mass Effect'' (2007), follows Shepard's investigation of Saren Arterius, one of the Reapers' agents. ''Mass Effect 2'' (2010) begins two years later and sees Shepard's forces battling the Collectors, an alien race abducting human colonies to facilitate the Reape ...
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Skyrim
''The Elder Scrolls V: Skyrim'' is an action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in ''The Elder Scrolls'' series, following 2006's '' The Elder Scrolls IV: Oblivion'', and was released worldwide for Microsoft Windows, PlayStation 3, and Xbox 360 on November 11, 2011. The game is set 200 years after the events of ''Oblivion'', and takes place in Skyrim, the northernmost province of Tamriel. Its main story focuses on the player's character, the Dragonborn, on their quest to defeat Alduin the World-Eater, a dragon who is prophesied to destroy the world. Over the course of the game, the player completes quests and develops the character by improving skills. The game continues the open world tradition of its predecessors by allowing the player to travel anywhere in the game world at any time, and to ignore or postpone the main storyline indefinitely. ''Skyrim'' was developed using the Cr ...
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Radiant AI
The Radiant AI is a technology developed by Bethesda Softworks for ''The Elder Scrolls'' video games. It allows non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for '' The Elder Scrolls IV: Oblivion'' and expanded in '' The Elder Scrolls V: Skyrim''; it is also used in ''Fallout 3'', '' Fallout: New Vegas'' and ''Fallout 4'', also published by Bethesda, with ''3'' and ''4'' being developed by them as well. Technology The Radiant AI technology, as it evolved in its iteration developed for ''Skyrim'', comprises two parts: Radiant AI The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. The absence of individual scripting for each character allows for the construction of a worl ...
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Literary Archetypes
Archetypal literary criticism is a type of analytical theory that interprets a text by focusing on recurring myths and archetypes (from the Greek ''archē'', "beginning", and ''typos'', "imprint") in the narrative, symbols, images, and character types in literary works. As an acknowledged form of literary criticism, it dates back to 1934 when Classical scholar Maud Bodkin published '' Archetypal Patterns in Poetry''. Archetypal literary criticism's origins are rooted in two other academic disciplines, social anthropology and psychoanalysis; each contributed to literary criticism in separate ways. Archetypal criticism peaked in popularity in the 1940s and 1950s, largely due to the work of Canadian literary critic Northrop Frye (1912-1991). In the twenty-first century, archetypal literary criticism is no longer widely practiced; there have not been any major recent developments in the field (with the possible exception of biblical literary criticism), but it still has a place in t ...
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Genetic Algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encodings are also po ...
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Chris Crawford (game Designer)
Christopher Crawford (born June 1, 1950) is an American video game designer and writer. Hired by Alan Kay to work at Atari, Inc., he wrote the computer wargame ''Eastern Front (1941)'' for the Atari 8-bit family which was sold through the Atari Program Exchange and later Atari's official product line. After leaving Atari, he wrote a string of games beginning with '' Balance of Power'' for Macintosh. Writing about the process of developing games, he became known among other creators in the nascent home computer game industry for his passionate advocacy of game design as an art form. He self-published ''The Journal of Computer Game Design'' and founded the Computer Game Developers Conference (later renamed to the Game Developers Conference). In 1992 Crawford withdrew from commercial game development and began experimenting with ideas for a next generation interactive storytelling system. In 2018, Crawford announced that he had halted his work on interactive storytelling, conc ...
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Façade (interactive Story)
A façade () (also written facade) is generally the front part or exterior of a building. It is a loan word from the French (), which means 'frontage' or 'face'. In architecture, the façade of a building is often the most important aspect from a design standpoint, as it sets the tone for the rest of the building. From the engineering perspective, the façade is also of great importance due to its impact on energy efficiency. For historical façades, many local zoning regulations or other laws greatly restrict or even forbid their alteration. Etymology The word is a loanword from the French , which in turn comes from the Italian , from meaning 'face', ultimately from post-classical Latin . The earliest usage recorded by the ''Oxford English Dictionary'' is 1656. Façades added to earlier buildings It was quite common in the Georgian period for existing houses in English towns to be given a fashionable new façade. For example, in the city of Bath, The Bunch of Grapes in W ...
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Spore (2008 Video Game)
''Spore'' is a 2008 Life simulation game, life simulation real-time strategy God game developed by Maxis and published by Electronic Arts for Microsoft Windows and Mac OS X. Designed by Will Wright (game designer), Will Wright, it covers many genres including action game, action, real-time strategy, and role-playing video game, role-playing games. ''Spore'' allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social animal, social creature, to interstellar spaceflight, interstellar exploration as a spaceflight, spacefaring culture. It has drawn wide attention for its massive scope, and its use of Open world, open-ended gameplay and procedural generation. Throughout each stage, players are able to use various creators to produce content for their games. These are then automatically uploaded to the online #Sporepedia, Sporepedia and are accessible by other players for download. ''Spore'' was ...
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