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A Study on the utilization of controlled random storytelling system in interactive storytelling

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Randomness is central to the fun of a game because randomness brings players many surprises. In classic games, randomness is usually used for gameplay. This kind of randomness does not involve in the narrative. On the contrary, games with random mechanisms in the narrative structure of interactive storytelling are constantly appearing, which are recognized by many players. These games not only provide players with a personal experience, but also diversify the game story itself. This kind of randomness is directly involved in storytelling and is often controlled to ensure the integrity and logicality of the story. The reasonable design and effective control of stochastic system provide new possibilities for classical interactive storytelling. This research firstly defines the second kind of stochastic system as controlled random storytelling system and tries to analyze and summarize the necessary conditions of controlled random storytelling system. Secondly, the game 'reigns' will be used as the research object to study the concrete structure of the controlled random storytelling system in ‘reigns’ and its characteristics in the interactive storytelling. Finally, we will discuss the usage, advantages and disadvantages of this controlled random storytelling system in actual game development. Through the research, it is found that the controlled random storytelling system breaks the tree structure of the traditional interactive storytelling games and achieves the effect of generative narrative, which greatly increases the number of stories that can be generated. But the requirements for independent event design and balanced design are very high, so it is easy to form a plot that does not follow logic.

Abstract

Randomness is central to the fun of a game because randomness brings players many surprises. In classic games, randomness is usually used for gameplay. This kind of randomness does not involve in the narrative. On the contrary, games with random mechanisms in the narrative structure of interactive storytelling are constantly appearing, which are recognized by many players. These games not only provide players with a personal experience, but also diversify the game story itself. This kind of randomness is directly involved in storytelling and is often controlled to ensure the integrity and logicality of the story. The reasonable design and effective control of stochastic system provide new possibilities for classical interactive storytelling. This research firstly defines the second kind of stochastic system as controlled random storytelling system and tries to analyze and summarize the necessary conditions of controlled random storytelling system. Secondly, the game 'reigns' will be used as the research object to study the concrete structure of the controlled random storytelling system in ‘reigns’ and its characteristics in the interactive storytelling. Finally, we will discuss the usage, advantages and disadvantages of this controlled random storytelling system in actual game development. Through the research, it is found that the controlled random storytelling system breaks the tree structure of the traditional interactive storytelling games and achieves the effect of generative narrative, which greatly increases the number of stories that can be generated. But the requirements for independent event design and balanced design are very high, so it is easy to form a plot that does not follow logic.

참고문헌 (10)

  1. Bangsø Olav, "Non-linear interactive storytelling using object-oriented Bayesian networks", Proceedings of the international conference on computer games: Artificial intelligence, design and education (2004)
  2. Halprin R, "Games for extracting randomness", Proceedings of the 5th Symposium on Usable Privacy and Security, (12), pp.1~12 (2009)
  3. Letonsaari, M, "Nonlinear Storytelling Method and Tools for Low-Threshold Game Development", Seminar. Net, 15(1), pp.1~17 (2019)
  4. Friedman Ted, "Cybersociety;Computer-Mediated Communication and Community" (1995), Sage Publications
  5. Jenkins H, "Game design as narrative", Computer, 44(53), pp.118~130 (2004)
  6. "Standard Patterns in Choice-Based Games" (2015)[URL]
  7. "Game Design Deep Dive: Creating an adaptive narrative in Reigns" (2016)[URL]

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