Wednesday, October 31, 2007

Interactive storytelling & dialogue

The game-industry in it-self hasn’t produced that much new the last couple of years. One of the more interesting was of course Indigo Prophecy which as one of the best attempts of a true adventure-game in a long time.

Still, there wasn’t that much innovation in terms of story-telling and the same must go for the game I myself worked on, The Darkness, where the steps on interactive story-telling we did take are evolutionary and where the story should be immersive rather than have true choices.

One of the bigger problems in my opinion is the lack of techniques that can be used to talk to non-player characters. Having dialogues as catalysts for story-telling is crucial for most movies and books, but they are so very hard to do believable in an interactive media.

Very few games today offer anything more interesting other than multiple dialogue-choices, substituting any real interactivity with a set of predefined questions. To me, that’s a step backward from back even from 1966 when ELIZA was created.

An exception is of course Façade, an experimental game where you converse with an arguing couple. It combines an advanced AI with a text-input system and it’s an noteworthy accomplishment, but still failes to convince in my opinion.
Interactive storytelling & dialogue

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