I also agree that RPGs can be a fun template for our stories.  However, 
we have to be sure that the author can be flexible enough to adapt 
stories.  The human mind's neural network is a local minima-finder.  Once 
a solution is found, it tends to drill in that area instead of looking 
elsewhere for better solutions.  (The lateral thinking puzzle books are 
great examples of this.)

Thus, if a RPG-master finds a "cool" situation that he/she wants the 
users to be in (say, facing a mean creature) then he/she will probably 
manipulate the situation to get to that goal.  Since mazes, etc. can be 
generated at run-time (so to speak) then the master is free to change the 
maze at will to get the users to a particular goal.  (Reminds me about a 
mouse trying to get to a piece of cheese with the maze walls continually 
changing to prevent that from happening.)

This, to me, becomes less interactive and nonlinear.  In fact it becomes 
superlinear because a particular goal MUST be achieved.  I think we 
should try to avoid situations that lead to this type of storytelling.  
If it's a linear story, then tell it to me in a linear fashion.
  -John

--
  John D. DeCuir -- Sr. Internet Programmer -- Sony Pictures Imageworks
Email: [EMAIL PROTECTED] -- Web: http://fire.csua.ucla.edu/~jdd -- ICQ: 7873940
Send me E-mail Express directly to my screen: [EMAIL PROTECTED]
     This msg does not necessarily represent the views of Sony Corp.

On Tue, 23 Jun 1998, Jeff DeVries wrote:

> I agree with Jed in that the RPG is a great example of an involved and
> immersive narrative.  in fact, it is an ideal, since all of the linearity of
> the story is communicated through the flexible and adaptive mind of another
> person (gamemaster, guide etc.).  creating a unique experience that is a
> result of the original story set out by the designer combined with the
> ambitions of the player/user, hence the "single time experience".
>     So if this is our interactive fiction model of choice, then the quality
> of the experience is governed by the sophistication of the creative
> orchestrator or active designer of the experience, computer or human.  This
> is why computer rpg's often lack quality because a very defined structure
> must be embedded in the experience in order to account for the lack of
> sophistication on the part of the A.I.
>     When we are designing interactive experiences on the web in VRML, we
> encounter the same dilemma: we must learn to hide the non-linear structure
> from the user, meaning: we really don't want the user to have a choice, we
> just want them to think so.
>     I suppose as A.I. technology advances, and we are increasingly able to
> use human controlled avatars in interactive fiction, we will find that
> quality of these experiences will increase dramatically.  I've been reading
> Neal Stephensons "Diamond Age" which depicts a system of interactive
> experiences that are controlled by actors acting remotely.  That's an
> extreme example of a direction interactive fiction could move in.
> 
> 
> ------------------------------------
> Jeff R. DeVries
> [EMAIL PROTECTED]
> CommTechLab
> 415.241.0894
> ------------------------------------
> 

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