narrrative

By Audun Andreassen, 10 April, 2013
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Abstract (in English)

Blue Lacuna is an ambitious new long form interactive fiction comprising nearly 400,000 words of prose and natural language source code. The longest work yet produced in the Inform 7 language, it is also among the most substantial text-based story games in existence, an interactive novel with an average play time of fifteen to twenty hours. In development between 2006 and 2009, Blue Lacuna features several experiments of interest to creators of long-form interactive stories. This paper describes these experiments and performs an anecdotal post-mortem on what succeeded and failed in the project's realization. I focus on how successful I was at achieving my three principal goals: 1) simplifying the IF interface so those unfamiliar with the medium can easily participate, 2) telling a story which revolves around the player's ability to make choices with real dramatic repercussions, and 3) creating a character able to form a complex relationship with the player across the span of a novel-length story. Among the mechanics discussed are Blue Lacuna's streamlined keyword-based system for entering commands, its attempts to match a much broader range of input styles than traditional IF, and various techniques to adapt the story to include the player's narrative goals, such as tracking which character the player thinks the story is about. I'll also discuss the design of the story's central character, a mentally unstable castaway named Progue, who evolves into one of twelve archetypes (such as friend, mentor, lover, or sycophant) based on the way the player treats him during 70 potential scenes across ten chapters of story.

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By Scott Rettberg, 19 January, 2013
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Abstract (in English)

The story of hypermedia, in which the Web is a recent chapter, begins with a vision of transforming the brain's associative connections into media - media that can be infinitely duplicated and easily shared - creating pathways of thought in a form that will not fade with memory. In recent years, hypermedia has begun to permeate our lives. But it is not as we dreamed: constantly growing, with nothing lost, only showing what we wish to see. Instead we find 'Not Found' a nearly daily message.

The story of software agents begins with the idea of a 'soft robot' - capable of carrying out tasks toward a goal, while requesting and receiving advice in human terms. In recent years, a much narrower marketing fantasy of the agent has emerged (with a relationship to actual agent technologies as tenuous as Robbie the Robot's relationship to factory robots) and it grows despite failures such as Microsoft Bob. Now we often see agents as anthropomorphized, self-customizing virtual servants designed for a single task: to be a pleasing interface to a world of information that does not please us.

The Web disappoints us with its too-perfect reflection of our ambivalent relationships with impermanence and openness: dynamic and unstable, diverse and overwhelming. In response, some Web businesses are marketing fantasies of agents that will find for us only the information we desire, sheltering us from chance encounters with unpleasant content and broken links. The Impermanence Agent is a different response.

The Impermanence Agent, developed over the last year, interacts with users as a web browser window. The Agent is a storyteller, telling a personal story, a story of impermanence. The Agent is meant to be experienced peripherally, over time - not 'visited.' It tracks the user's web browsing, makes copies of the texts and images the user views, and then customizes its story by incorporating this material into it. The Agent customizes until none of its original story is left.

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