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Dynamic Syuzhets: Writing and Design Methods for Playable Stories

机译:动态SYUZHETS:可玩故事的写作和设计方法

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The holodeck vision of the future of Interactive Digital Storytelling (IDS) assumes a world that reacts around players as story protagonists; but, we have seen how this approach faces challenges in negotiating the delivery of narrative affect and player agency within current technological and Artificial Intelligence (AI) realities. By approaching the field through creative writing practice, this paper argues that casting players as experience - rather than story - protagonists, has proved an effective alternate means of writing and designing for Playable Stories. Through close analysis of the growing Story Exploration Game genre and comparison with interactive theatre, four new terms - the dynamic syuzhet, authored fabula, fixed syuzhet and improvised fabula - are introduced to show how writing and designing for players as experience protagonists can negotiate the needs of narrative and player agency, provide means to combine mimetic and diegetic player experiences, pair self-directed and empathic engagement, and offer opportunities to use dramatic irony - a cornerstone of narrative drive in other storytelling forms that is unexploited in interactive storytelling. The study that formed the basis of this paper was driven by the question of how writers can develop practice within the current constraints of the form and informed the development of my own indie video game Underland.
机译:互动数字讲故事(IDS)未来的Holodeck愿景假定了一个在球员身上反应的世界,作为故事主角;但是,我们已经看到了这种方法如何面临谈判在当前技术和人工智能(AI)现实中谈判叙事情报和球员机构的挑战。通过通过创造性的写作实践来接近领域,本文认为铸造者作为经验 - 而不是故事 - 主角,已经证明了一种有效的替代写作和设计可玩故事手段。通过仔细分析越来越多的故事探索游戏类型和与互动剧院的比较,四个新条款 - 撰写了动态Syuzhet,撰写Fabula,固定的Syuzhet和简易化的Fabula - 展示了作为体验主角的玩家的写作和设计如何谈判需求叙事和球员机构,提供了组合模仿和落叶运动员经验的手段,配对自我导向和异常参与,并提供使用戏剧性讽刺的机会 - 其他讲故事形式的叙事驱动器的基石,这些形式是在互动讲故事中未开发的。由作家如何在表格的当前约束中发展实践的问题并告知我自己的独立视频游戏的问题,这项研究是由作家在表格的当前制约中发展的问题驱动。

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