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Interactive Drama and Action: Can we have it all?

‘Kasumi’s Stolen Memory’ is a DLC mission for Mass Effect 2 that adds a new perspective to gameplay in the Mass Effect series. While the DLC contains the formulaic loyalty mission for the new character, it also puts Commander Shepard in a new role in which the player interacts in a formal social setting. Shepard’s mission is to assist Kasumi in infiltrating an extravagant party in order to reclaim Kasumi’s personal artifact contained in the vault of the party’s host. Part of the DLC is a new formal wardrobe for Shepard (pictured below), that while only providing a reskinning, changed my perspective of the character. Playing through this mission reminded me of the scene from the interactive drama Heavy Rain in which the journalist (Madison Paige) needs to infiltrate a nightclub to acquire information from the owner. After drawing this comparison, I found myself asking the question: Can Mass Effect 2 be considered an interactive drama? Can the player have meaningful participation in the development of the plot in an action game?

Madison Paige and Commander Shepard

Madison Paige from Heavy Rain (left) and Commander Shepard from Mass Effect 2

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IEEE TCIAIG Special Issue on Procedural Content Generation

Sparked by the strong interest in the Procedural Content Generation Workshop upcoming at FDG 2010, I have been working with Julian Togelius and Rafael Bidarra to create a special issue of the journal IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games (IEEE TCIAIG). Deadline for submissions is November 1, with publication aimed for June, 2011. Details below the fold.
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Content Selection vs. Content Generation

Lately, some of us in the lab have been having a discussion on the difference between content selection and content generation. Where does one end and the other begin? At some level, procedural content generation uses content selection. So what’s the difference?

The Diablo franchise is well-known for their randomly created levels. But is it content generation or content selection?

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Expressive Processing reviews: three perspectives

The first reviews of Expressive Processing have begun to appear, and the three I’ve seen come from three distinct perspectives: a game development veteran who has become a professor, an industry computer scientist with an AI background, and a public relations intern with a games-focused website. I think the collection of perspectives is interesting, but it’s hard for others to take a look because two of the three reviews are behind paywalls. This post provides a quick peek at all three, which may be particularly interesting for those curious as to what’s being said in places where their browsers can’t tread, and identifies an area of disagreement that I hope will be addressed further in future reviews. Read More »

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8 Button StarCraft

John Davison recently claimed that games are “Too Big and Too Hard”. I have addressed this issue by reducing StarCraft to 8 buttons. My system provides the user with a GUI containing 8 buttons and lets the AI take care of the rest of the complexity associated with normally playing StarCraft. In the fully realized system, EISBot, the AI decides which buttons need to be pressed. A higher quality video is available here and the system is available for download here.

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The Incoherence of Reincarnation: Story vs. Telling in Videogames

On page 141 of Noah Wardrip-Fruin’s (excellent) Expressive Processing, there’s discussion of a citation of from Jesper Juul:

Unlike most literary fictions, however, the worlds of many games are, in Juul’s terminology, “incoherent” (which is one of the things that limits Juul’s interest in discussing games in terms of narrative, as opposed to fiction). These are worlds in which significant events take place that cannot be explained without discussing the game rules, such as the many games that feature multiple and extra lives without any element of the game fiction that points towards reincarnation.

Reading this got me thinking about whether reincarnation in games is something that makes their worlds incoherent, and whether it is even a part of their worlds at all. Considering in this vein the common criticism that characters in computer RPGs repeat themselves, I saw the beginnings of a productive distinction, or rather, the application of an existing distinction: the distinction between a story and its telling (also known as that between fabula and sjuzhet). It makes more sense to think of reincarnation and dialogue repetition as extra-diegetic events, rather than as diegetic (and therefore incoherent) events, and a few examples illustrate this.

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