Separate the techniques based on the language from 
the general concepts of non-linear storytelling and 
interactivity.  VRML has the tools for doing both 
linear and non-linear work.  The major impediment 
is the media (eg, the Net or CD-ROM) for loading 
the rim media types (sound, avis, etc.).  When one 
says "non-linear" does one mean "new behaviors 
emerge that are unpredictable or surprises to 
even the authors" or that "behaviors ONLY 
emerge based on non-linear (uneven intervals) 
values?

"Non-linear storries" has traditionally meant 
branching based on feedback.  It can however, 
also mean, branching behaviors.  Yes, one can 
easily apply the chaos or complexity theory 
techniques that lead to "butterflies and storms", 
but this metaphor is applicable typically for very 
complex systems.  It is the complexity factor 
of multiple interdependencies that become difficult 
to simulate or lead to systems which will not 
close (ie, the never-ending story).  Such systems 
have to model linearity locally and globally and one 
should consider Markov models for predictability.  
That is can I predict one step ahead, two steps ahead, 
etc. based on a recognizable pattern.

A story that is branch-based is not of necessity a 
tree.  It may be a directed acyclic graph, it may loop 
back on itself, etc.  It can be organized by entry 
points and pre and post condition states at these entry 
points.  Yes, this gets large and consumes a lot of 
resources to create.   Mark Bernstein (sp?) has written 
on this subject and has a company that writes novels 
for this style.

Is interactivity a feature of the language or of the 
situation?  It is easy to think of a story in terms of 
episodes (eg, IrishSpace:  based on NEXT but does not 
have persistent state values) and that is really one 
of the easiest models to work with from the point 
of view of story telling.  Episodic-based 
stories may be locally linear and have no conditions 
other than characters/objects that continue from 
episode to episode, or serial in which the end conditions 
of each episode are the pre-conditions of the following 
sequence.  It may be globally non-linear in that it 
makes no difference what order one visits worlds.  

[NOTE:  the cheat here is that IS uses the spoken 
dialog to advance the story, not the VRML.  One can 
visit out of order but will not understand the story.  So 
in that sense, IS is traditionally episodic and linear.  The 
persistent conditions are in the head of the user.]

Another model is situational.  A single world and 
set of characters/roles are given with semi-predictable behaviors.  
In the system, a driver is used to alter the flow.  The driver is the 
feedback mechanism and is a control.  When looking at 
the fractal model for feedback-mediated behavior, this is the 
value of C that alters the feedback to the plotted point.   
Only the completion of the function gives a point, but once a 
point is plotted, it continues to affect any values for subsequent 
points (eg, is persistent and has persistent effect).

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 
behaviors on the driver value determine the ranges of 
the behaviors.  Think of it like a loop in a program that 
executes until a threshold causes the loop to exit 
(similar to escape values in fractals).  The example 
I've used recently is FREE BEER.  The world changes 
based solely on how much free beer you accept.  This 
is also a good example of a situational world that uses a 
single driver to set all of the behavioral states.

Combinations of these are possible using the NEXT 
control to set the states of the post-conditions which are 
pre-conditions to the next episode in the sequence.  This 
requires persistent memory and for this kind of world 
building, one might want to look at the work the Persistent 
Database group is doing.


Len Bullard
Intergraph Public Safety
[EMAIL PROTECTED]

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h



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