Re: More on nonlinear storytelling

1998-06-15 Thread Dennis McKenzie

Great topic John! To me one that is at the heart of VR storytelling.

However my basic philosophical problem with nonlinearity is that it is not
nonlinear at all.  It is parallel-linear (actually tree-shaped).

No butterflys in Brazil causeing hurricans on Eastern Sea Fronts.

You can set up the parallel-linear in several ways. A can lead to B or C, B
can lead to C or A (time travel :), all lead to D. One beginning, multiple
paths, one ending.
A can lead to A-1,2,3. A can lead to B. B can lead to C. B can lead to
B1,2,3. There can even be looping back and crossovers to make the authoring
easier. Alternate realities all with multiple endings.
However it is done, the butterflies better have a good reason to be
affecting the weather before I will go to the extra work to program them to
do so.

IMPORTANT QUESTION:  WHO DETERMINES WHAT THE ALTERNATIVE STORYLINES ARE?

A team of writers, and let me emphasize, A TEAM. Since it is only
entertainment, and not
real life but close enough for entertainment, 

A story could be given much more coherency by a single author, but given
the present tools I agree with Kahuna. Teams. Integration is problematic
though.

The author does, of course!  Therefore there is an inherent hard-limit on
the number of potential storylines within the same story.  Worse yet,
forcing an author to create N good stories instead of 1 good story may lead
to a lack of quality in all N stories.

That isn't a function of the medium though. Just the fact there aren't
enough hours in the day. This is why the team approach makes sense.

Questions:
 - Is this worth doing?

How many people on this list are going to say no to this? :)

 - Does this add nothing more than replay value to the story?

It adds what ever a good story teller can put into it.

Hear, hear!! It increases the palette the storyteller has to work with, so
it should completely alter the way stories are told. Hard to do for now.
The formulas are still being worked out. Right here and now in fact! I love
this list.

 - If the story was written to serve a moral, what purpose does it serve to
allow characters to change the course of events to corrupt that moral being
told?  (I can just imagine a nonlinear story for kids about staying away
from drugs, and having the user -- who is now in control of the story --
able to do whatever he/she wants... might be scary if the story was not
intelligently written to account for all possibilities)

If we are to believe the teachings of many prophets, you can learn from
any event, whether
it is positive or negative. The task of the writer is to plan for this in
advance.

Practically speaking, not all possible outcomes can be included in the
script. Just don't write in and ending where taking drugs and winding up
happy is a possible outcome.

The alternative is to simulate the human brain in characters' reactions,
which I don't quite think we can handle yet.

VRML AI has a long way to go, but just as characters are central to any
story, (seemingly) intelligent characters are central to VR storytelling.
We'll just have to fake it for now.

These first attempts should be dedicated to more of a hands on
developement of plots
and subplots and linking them together. Achieveing that will give us
insight into human
interaction, and plot interaction.

I agree, we have to start experimenting with it. There are bound to be
failures along the way, but it is the only way.

So,,, lets do it, lets create a nonlinear interactive story, and stop
talking about it.

Working on it! It isn't easy. :)

So it seems to me, at the current level of technology, that the following
is true:
 - true nonlinearity is technically impossible currently

If not outright nonexistent, technical or no. Time makes everything linear.

 - creating branching stories is N times harder than 1 good story

Yes. Also N times more satisfying for the 'reader' (I hope).

 - creating branching stories is N times harder to tell a moral

Every story has a moral of some sort or another. I don't see why it would
be any harder in a branching story. Unless you were telling N morals. 

 - linear stories may still be the best way to go

NO, NO, NO!! 
VR = interactive. Interactive = nonlinear. VR = nonlinear.

If the last assumption is the best, my original question stands:  How can
VRML and linear storytelling co-exist?

3D and linear can co-exist. VR (immersive and interactive) cannot. By
interactive I mean actually affecting the storyline with interaction, not
just being able to roam around 3D space or move the story down its linear
path by clicking.

I have a question. Has anyone ever seen a nonlinear story (if you choose to
kill the villan go to page 167) that they thought was any good? I haven't.
What makes us think that VR can do it any better? I obviously do, but
sometimes I'm not so sure that this isn't just blind faith.

Dennis





RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)



 -Original Message-
 From: Kahuna [SMTP:[EMAIL PROTECTED]]
 
 That is correct, but my arguement is that it is a waste of the z
 coordinate to limit
 yourself to a non linear story.
 
[Bullard, Claude L (Len)]  

Yes.  It is essential to ask what the z-coordinate buys you other 
than the ability to look at the back of the character's head.

 I think it would be a little too dificult to write an algorithm that would
 create
 behaviors on the fly that are enfluenced by the viewers activities in the
 non linear
 world. 
 
[Bullard, Claude L (Len)]  

It depends on the *affect*iveness of the variable.  Again, a simple
world can 
use a simple token of exchange and get complex behaviors.   A lot
depends on 
how much you can know or define about the roles of the interactors.
Some 
folks can drink a lot of beer and nothing changes, some only need a
smell.   It 
also depends on what you want to control with the token:  the
interactor's 
perceptions of the world, the bots, the environment, etc.  Beer
changes everything. :-)

 For that reason, response behaviors would be canned. That is to say they
 would be
 limited to an anticipated action. Anything deviating from the anticipated
 action would
 either evoke reproach, or loss of enterest, or guideness from the
 characters populating
 the non-linear environment.
 
[Bullard, Claude L (Len)]  Yes.  Having "guide behaviors" is a good
way.  Lots 
of kids games use that technique.  Bernstein had a term for these
that I can't 
remember.

The difficulty would be in having too many variables that 
can influence behaviors.  If you mean, self-modifying code, I
concur.  OTOH, if as 
you suggest, multiple characters are being created by multiple
builders according 
to some template, you don't know in advance what the services of the
objects 
are (only interfaces), and you can still get emergent behaviors.  I
was thinking over 
lunch about that.  The behaviors still have to fit within the
definition of a role or 
not non-linearity, but randomness occurs.  Unless one is just a
cruel author, 
building a world where asking for a kiss gets a 38 slug to the head
is just 
not cricket.  OTOH, it is possible, but so what?  Does it drive the
purpose or 
point of the world?  

It is important to note that non-linearity and serendipity in the
process 
of creating the work are very similar. Think of all the iterations
in the 
design of IrishSpace vs what we finally  came out with based on the 
contributions.  I kept modifying the story to fit the conditions of
the 
contributors and what was possible with the plugin.

 Yes, one can easily apply the chaos or complexity theory
 techniques that lead to "butterflies and storms",
 
 Not that easy given the fact that we want to do this over the net, and we
 want to avoid
 using Java. True, it could be done in Javascript, but my experience tells
 me that
 JavaScript is much slower than Java.
 
[Bullard, Claude L (Len)]  I meant, one can think in terms of these
theories but 
the complexity of the world is limited by the tools, so we are in
agreement here.  
However, as the original weather models proved, very simple systems
can create 
very complex behaviors. 

 should consider Markov models for predictability.
 That is can I predict one step ahead, two steps ahead,
 etc. based on a recognizable pattern.
 
 Pricely what I propose we do.
 
[Bullard, Claude L (Len)]  Yes. 

 It can be by a complex calculation that increases non-linearly
 (eg, non-regular intervals), or some very simple
 value that increases linearly (regular intervals).  Looking
 at it this way, the linearity may not be a measure of the
 branching, but of the driver itself.  The dependence of
 
 I see it as less of a Tree, and more as route. When you travel down a
 street in route to
 your distination, it doesn't matter so much that there are several other
 routes branching
 off to other distinations untill you accidentally turn the wrong way. Your
 accident causes
 a series of minor events that were not predicted by you when you
 originally started out
 from point a to point b. A smart person carries a map, and can thread his
 way through the
 tangle of streets, avenues, courts, and reach his distination. However, in
 the game of
 life we have no map, but a lot of heros and villans who think or want us
 to believe they
 have the map. 
 
[Bullard, Claude L (Len)]  

In fact, the adventure is in making the map.  Still, look at the
concept that the 
interval created by the feedback can be non-linear.  So even if the
reactions are 
all canned, sometimes it takes the intersection of two or more
events to get the  
big jump in the reaction from "Pardon Me?" to "Buzz Off, 

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna

A chart is a good idea.  How about using an interface
for common behaviors so authors can change behaviors
from time to time?


It goes without saying that all behaviors would be protoed for reuse. I thought we 
would
use the psychcological profiles for each set of behaviors. The last time I took 
psycholoy
they were;
Ectomorph , Endomorph, and Metamorph there characteristic are in order
Passive Agressive, introverted physical traits are slinder , nervious activity.
Assertive, extroverted physical traits tend towards fatness, sedentary.
Agressive,assertive, extroverted physical traits musclular and athletic

or we could go for pure psychological profiles
Agressive , passive-agressive, Assertive, nuerotic, compulsive.

If you want another dimension of
depth, some character/roles should evolve.  As in your
example, the fishwife can certainly get meaner, but
that is not evolution (emergent behavior); just adjustment of range of
behavior.  Getting the character across a threshold
adds more depth because it surprises the user.  In a
plot line, say, you try to kiss the fishwife, and she smacks
you with a fish.  One day, you buy a fish and feed it to
the stray dog within sight of the fishwife.  Next time
you pass her, she gives you a fish and blows you a
kiss.   IOW, plot develops based on dependencies


Certainly an option, that won't inflate the code too much, my only argument would be 
what
importance would it play in the overall scheme of things. Sometimes we want to save all
the bells and whistles for the main story or the substory. If her behavior did 
something
to do that then it would be a good thing to include. Sometimes it is just better to 
create
one dimensional characters, especially if they add nothing to the progression of the
story.

I use to live in South Perioia, next to an old Italian lady we called Mrs. Dentino. Her
old craftsman style house was surrounded by a six foot tall wall of hedges. That  hedge
had faced many freezing Perioria winters, and the undignified attention of every stray 
dog
or cat in that city, but if a single child were to inadvertantly touch that hedge, or 
god
forbid pluck a leaf or a branch from it, Mrs. Dentino would fly out of the door like a
wrath with a broom and beat the hands and head of the offending child.

One summer day Mrs Dentino return from the corner store with a bag of groceries
precariously resting in the bend of her boney liver stained arms. She had an old metal 
tin
mail box in front of her hedges that could only be seen in the fall since the hedge all
but gobbled it up. That day as she was retrieving her mail from the box she almost 
spilled
her grocieries and in the movement to catch the bag before she spilled it a letter 
slipped
out of her hand and underneath her feet. She went inside her house without even 
noticing
the letter.

Looking for any opportunity to ingraciate myself with the old lady whose broom had so
frequently parted my unruley hair, I picked up the letter and went to the door and
knocked. She accepted the letter with a smile, and then quickly closed the door. I 
don't
know, if it was the heat or the Peroria humidity or maybe just the magic of that 
moment,,,
being rewarded with a smile instead of the business end of broom that is,,, but I 
forgot
what I was doing and my hands on their own volition grabbed the hedge when I passed and
plucked one perfect green leaf.

I had no sooner plucked the leaf when Mrs. Dentino was on me straw from the broom 
flying,
and the letter still in her hand. The moral of this story is, like it or not, some 
people
are extremely one dimensional and can't appreciate that circumstances change based on 
the
actions of the people they come in contact with.






Re: More on nonlinear storytelling

1998-06-15 Thread Sandy Ressler

First of all Good thread!

Without digging up all the email and carefully cutting/pasting I recall
Dennis I belive...asking the
questions (to paraphrase) "Have you ever seen a non-linear story that
was successfull" and he goes
on to say he certainly does but is just taking it on faith.

Also in a previous post Miriam pointed out that VRML would be useful for
placing objects in
various places which add a spatial aspect to the story. Characters in
one or another place
are doing things or objects are clues for other actions.

Someone (Miriam I think) pointed out that many adventure games are
effectivly adventure stories. How
true! But also notice the other critical fact...they are games.
Successfull non-linear stories that
require substantial user interaction ARE games.

I think to get back to Dennis' observation I can't think of any good
non-linear story that was simply a
story not a game.

So the struggle is what type of dramatic device or trick or new way of
thinking makes sense for a non-linear story...that is NOT a gamenot
that there is anything wrong with that (he says with his
best Seinfeld voice).

If I write a story I want the reader, audience/viewer to get a message.
I want them to come away from
viewing/reading the story having a clear knowledge of my (the author's)
intent. What is the right
mix of story telling and freedom for the reader to explore?

Can a nonlinear story that is NOT a game be compelling?

Sandy







Re: More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir

Hi Sandy,

At 10:41 PM 5/26/98 -0400, Sandy Ressler wrote:
First of all Good thread!

Yes -- everyone has had some great contributions to make.

I think to get back to Dennis' observation I can't think of any good
non-linear story that was simply a
story not a game.

I think there's an _extremely_ fine line between nonlinear stories and
games.  After all, how do you define a game?  And why is the labeling of a
particular world/story a "game" such a black mark?  I don't see it as
that... when I think about the Zork trilogy, I think back on a superbly
written story -- not necessarily a game per se.  Same for Myst.  If the
story is strong enough, the point will be made, regardless of what kind of
"label" is attached to the genre.

Can a nonlinear story that is NOT a game be compelling?

Seems to me a story that doesn't possess some game-like qualities would be
a dreadfully boring story.
  -John





Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna

Good points Sandy,
 I believe if you really look closely you will see that most really good stories have 
the
characteristics of a good game. When I was a kid I was totally into Sherlock Holmes by 
Sir
Arthur Conan Doyle. I read them like a puzzle, trying to figure out who did what and 
when.
Later I went on to Agatha Cristy,,,  trying to solve the mystery before I reached the
conclusion. I have played Return to Zork and Myst. They have all the ingredients of a 
good
Mystery, with a fantasy theme to them. I think if you simply make a non linear story, 
you
will have a really cool game without having to worry about a score. Moving on in the 
plot
could also be done by connecting with the right characters, picking up an object, or
solving a puzzle.

Someone at the begining of this thread asked "Can VRML and Linear Story tellling 
co-exist"
. I assert that "Games and non-linear story telling not only co-exist, but that they 
are
joined at the hip". A good game,,, even Doom or Quake has at its core a story, and that
story has different outcomes. Of course Quake and Doom are extremely violent and
simplistic, but they have a popular theme repeated often in Sci Fi movies since 
talkeys;
"There are bad and evil monsters, and we have to kick their ass!".

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-Original Message-
From: John D. DeCuir [EMAIL PROTECTED]
To: Sandy Ressler [EMAIL PROTECTED]; [EMAIL PROTECTED]
[EMAIL PROTECTED]
Date: Tuesday, May 26, 1998 8:08 PM
Subject: Re: More on nonlinear storytelling


Hi Sandy,

At 10:41 PM 5/26/98 -0400, Sandy Ressler wrote:
First of all Good thread!

Yes -- everyone has had some great contributions to make.

I think to get back to Dennis' observation I can't think of any good
non-linear story that was simply a
story not a game.

I think there's an _extremely_ fine line between nonlinear stories and
games.  After all, how do you define a game?  And why is the labeling of a
particular world/story a "game" such a black mark?  I don't see it as
that... when I think about the Zork trilogy, I think back on a superbly
written story -- not necessarily a game per se.  Same for Myst.  If the
story is strong enough, the point will be made, regardless of what kind of
"label" is attached to the genre.

Can a nonlinear story that is NOT a game be compelling?

Seems to me a story that doesn't possess some game-like qualities would be
a dreadfully boring story.
  -John






Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English

I've seen non-linear stories which were good - not great perhaps, but they
were written for young kids. Rose Estes' books from the Choose Your Own
Adventure series of novels (should they be called novels? or perhaps
branching short stories?). 

As for trying to make them come to a satisfying close, that was one of the
compelling things about them. You would read the stories, taking the
decisions you felt you should as they branched, and usually when you came
to the end of the story it was an unsatisfying end, but you always knew
that there was a satisfying "happily ever after" ending in there somewhere,
so tended to reread the story, taking different choices until finally the
story came out the way you wanted. 

I read one of the stories to my girlfriend at the time and was most
dismayed when the choices she took came out for the best, on her first time
through!

Cheers,

- Miriam

---
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