Toward Interactive Stories

This post is almost a direct response to Andrew’s post on GTxA, in response to Janet’s response on Andrew’s panel at GDC. As Andrew point’s out, the responses from the panelists are available.

Where I disagree with Andrew is in his comments on interface in the first point. I’m not convinced that natural language is the best idea as an interface for game based interactive stories. In IF or purely interactive drama, I might agree, but there are many problems with such an interface. Interestingly, GTxAuto posted parts of a response that I agree with a few days later. What’s interesting is that Andrew doesn’t quote what I feel is the most important part of the original post, where the real problem with natural language systems is revealed.

Frustration happens when interactions fail. Either the participant didn’t know enough to form expectations as to a result (illiteracy), or the interface led the participant to form bad expectations (inconsistency). Either way, the participant guessed, and guessed wrong. Guessing leads to failure, and failure leads to frustration.

For those familiar with my work, I refer to this as the “Willing Suspension of Freedom” (a term I believe I made up since I can find no mention of it anywhere ot the web), something I believe is central to all interactive works and applications, not just games. Both that and the willing suspension of disbelief need to work together in order for an interactive story to work as a whole. In my opinion, natural language is always going to cause involuntary breaks in the willing suspension of freedom, no matter how good the parser is.

What it comes down to is this: using natural language processing makes people believe that anything typed should get a proper response, and although this can be true at least 50% of the time, from a game perspective this is not good enough, especially when it’s understood that games are based on rules and regulations. In the case of most mass market games, adding “invisible walls” isn’t necessarily a problem (despite rants to the contrary) so long as it’s done well and thoughtfully as part of the design, instead of completely arbitrarily or because of technical limitations.. The loss of complete control is okay, so long as it’s consistent with my understanding of how the game should work.

Instead of adding more verbs as both Andrew and Chris argue for, I am now firmly of the opinion that our verbs simply need to be more meaningful. For example, walk and look are very simple verbs that are in almost every modern computer game, but where you walk and where you look are not usually considered meaningful. Why not? In real life, if I walk up to a bar and look directly at the bartender, eventually, he’s going to come down and ask me if I want a drink. If I walk up to a bar and look directly at a woman sitting there, she’ll probably look back and (depending on her character) start a conversation (“May I help you?”). Here, we’ve added no verbs, just made verbs already freely available more meaningful. From a game perspective this doesn’t complicate the issue for the main stream audience. I’m still all for adding verbs, so long as their addition doesn’t overwhelm the interactive story and the game you’re trying to make.

This probably came out all wrong, but hey, at least it’s a response of some sort. Also note that I’m pretty sure I can’t go a single blog post without linking to my thesis.

3 Responses to “Toward Interactive Stories” »»

  1. Comment by Craig Perko | 06/13/05 at 9:46 am

    I think you hit it on the nose. Our problem isn’t a lack of ‘verbs’. That was NEVER true. Some of the best games have only five or six ‘verbs’ (like, say, all the Quest for Glory series).

    The world just has to know how to use those verbs correctly and robustly. If anything, we need more ‘adverbs’, not ‘verbs’.

    So, I’m in complete agreement with you.

    Oh, and ‘willing suspension of freedom’ is a great term.

  2. Comment by Jeremy Douglass | 06/14/05 at 1:34 am

    Jeff - thanks for the pull-quote and your interest - after meditating on the whole fracas for a bit, I composed a long post trying to clarify my thoughts on the issue, and it touches on some of the same points you do.

    I haven’t had a chance to look over your thesis project yet beyond the TOC, but I’m noticing some eerie similarity in our interests. Two random points:

    1. I’m not sure, but I think what you term “Willing Suspension of Freedom” might be related in some way to what Jane McGonigal calls the “suspension of belief” - which I believe is essentially an RPG-like willingness to separate player from character knowledge while participating in meta-gaming. I’d like to read more about your ideas, as I’m a sucker for quoting a good term that someone lays out clearly.

    2. The overloaded verbs approach is interesting - it would be nice to see an in-depth comparison of it vs. verb-adding sometime. One thing that occurs to me off the cuff is that overloading most verbs with multiple meanings would tend to blunt the combinatoric explosion effect that occurs when you just pile on more verbs. In this series, I’ve actually been arguing for neither - instead, I’m talking about focusing on increasing the richness and variety of error-handling. =)

  3. Comment by Darren Torpey | 08/13/05 at 4:52 pm

    I think I very much agree with what you’re saying here.

    My very limited experiences with Facade so far have brought to light for me something important about how I want to interact with such a simulation. I find it beyond frustrating (not to mention almost scary) trying to guess what words might trigger an interesting response — or even any sort of response I’ll understand — in the other people.

    What I do like, however, is when I can pick up items and move them around, or simply move myself around, and they will respond to that. I think the difference for me is that while they may still misunderstand what I’m trying to say (You picked up a bottle… do you want to have a drink or do you want to smash it over my head?) at least I know (or have a good idea of) what it is they’re responding to.

    Maybe it just comes down to how intuitive the interface is… I’m reminded of Katamari Damacy here. The game only has one verb — ROLL. You can go faster or slower and you can turn… but it’s all rolling. Of course, there’s also only one goal — to pick things up, so maybe it’s a bad example.

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