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Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/ 
Added by: Mark Grimshaw-Aagaard (06/09/2004, 17:43)   Last edited by: Mark Grimshaw-Aagaard (04/09/2006, 15:00)
Resource type: Web Article
BibTeX citation key: Bringsjord2001
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Categories: Game Design, Narrative
Keywords: Agents, Artificial Intelligence, Logic, Narrative
Creators: Bringsjord
Collection: Game Studies
Views: 11/924
Abstract
Lots of computer games are compelling. E.g., I find even current computerized poker games quite compelling, and I find The Sims downright fascinating; doubtless you have your own favorites. But our planet isn't graced by even one dramatically compelling computer game (or, more generally, one such interactive digital entertainment). The movie T2, Dante's Inferno, Hamlet, Gibson's prophetic Neuromancer, the plays of Ibsen -- these things are dramatically compelling: they succeed in no small part because they offer captivating narrative, and all that that entails (e.g., engaging characters). There is no analogue in the interactive digital arena, alas. Massively multi-player online games are digital, interactive, and entertaining -- but they have zero literary power (which explains why, though T2 engages young kids through at least middle-aged professors, such games are demographically one-dimensional). The same can be said, by my lights, for all other electronic genres.

This state of affairs won't change unless a number of key challenges are conquered; and conquering them will require some seminal advances in the intersection of artificial intelligence (AI) and narrative. (E.g., since interactive digital narrative will need to be crafted and massaged as the story is unfolding, computers, not slow-by-comparison humans, will need to be enlisted as at least decent dramatists -- but getting a computer to be a dramatist requires remarkable AI.) In this paper, I discuss one of these challenges for the start of the new millennium: the problem of building dramatically compelling virtual characters. Within this challenge I focus upon one property such characters presumably must have: viz., autonomy.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
A summary of some of the logic involved in designing AI bots/agents within narrative framework. The focus is mainly on the agent's interaction with the game environment (specifically fooling humans into believing the bots are also humans) andm while talking of interaction with solid objects such as pits or less tactile objects such as breeze or smell, no mention is made of sound (and interaction with) in any form.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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