In part 3 of the discussion, Chris expands on the disciplinary divide in the field, before discussing a communal approach versus the single genius. Finally, he lays out his approach and talks about his current project Siboot. In turn, I talk he audience and the difficulty to extend something as well known (by almost everybody) as narrative.
Wow! That was a great piece. It’s sort of “A Quick Summary of the Field of IDN in 2500 Words or Less”. I don’t keep up with what others are doing, largely because I don’t have access to the printed academic literature and I can’t go to the academic conferences. On a deeper level, I’m a troglodytic lone wolf anyway. I *like* my cave!
I agree and disagree with everything you wrote — and that is my standard for perfection in writing. A good essay should include just enough agreeable content to command credence, and just enough disagreeable content to stimulate thought. I think you hit the perfect balance here.
In part 1, the discussion started around the question of authorship in interactive narrative, this second part concentrates on the issue of computational story models and how different perspectives in this interdisciplinary field affect the discussion and research agenda. I also bring up the question of enabling collaboration through exchange standards.
I am pessimistic about the prospect of making interactive storytelling authorship available to Everyman. This was in fact the goal of the Erasmatron, and it was a spectacular failure — the system required was far to complicated. With Storytron I made some aspects of the technology more accessible, but the underlying model grew more complex.
The central problem, however, is the difficulty of creating a computable model for storytelling. Every effort I have seen relies on a different conception of the structure of a story and the process of storytelling. We cannot collaborate because we all see storytelling differently.
David Jackson published an interview to indie designer Jason Rohrer: “With art games in general the idea was really about coming up with something that I wanted to explore that couldn’t be put into words, because if it could be put into words I would just go ahead and write it or say it. Something that seemed like it could be expressed well through interactive game mechanics directly and then crafting mechanics that would express what I was trying to express through the systems I was building”.