Interactive Storytelling
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Interactive Storytelling
Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly. The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology, sociology, cognitive science, linguistics, natural language processing, user interface design, computer science, and emergent intellig ...
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Digital Entertainment
Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): *digital media *new media *video on demand *video games *interactive entertainment *online gambling *mobile entertainment *social media *streaming services "Digital entertainment", largely a hard to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, digital rights management, multimedia and streaming media. Apart from pure entertainment, the term rests upon the observation that already in 2011 in the UK, for example, "nearly half of people’s waking hours are spent using media content and Communications service provider, communications services" ("screen time"). Digital entertainment is inextricably connected with digital marketing. People who follow influencers on social media for entertainment will receive a fair share of ...
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Mass Effect
''Mass Effect'' is a military science fiction media franchise created by Casey Hudson. The franchise depicts a distant future where humanity and several alien civilizations have colonized the galaxy using technology left behind by Elder race, advanced precursor civilizations. The franchise originated in a series of video games developed by BioWare and originally published by Microsoft Game Studios on the first two games and its expansions. Later on, the series was taken over by Electronic Arts through its acquisition of BioWare. Each installment is a third-person shooter with Role-playing game, role-playing elements. The first three games form a trilogy in which the player character, Commander Shepard, attempts to save the Milky Way galaxy from a race of ancient, hibernating machines known as the Reapers (Mass Effect), Reapers. The inaugural video game in the series, Mass Effect (video game), ''Mass Effect'' (2007), follows Shepard's investigation of Saren Arterius, one of the R ...
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Skyrim
''The Elder Scrolls V: Skyrim'' is a 2011 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in ''The Elder Scrolls'' series, following '' The Elder Scrolls IV: Oblivion'' (2006), and was released worldwide for Windows, PlayStation 3, and Xbox 360 on November 11, 2011. ''Skyrim'' was developed using the Creation Engine, which was rebuilt specifically for the game. The team opted for a unique and more diverse open world than ''Oblivion''s Imperial Province of Cyrodiil, which game director and executive producer Todd Howard considered less interesting by comparison. The game is set 200 years after the events of ''Oblivion'' and takes place in Skyrim, the northernmost province of Tamriel, a continent on the planet Nirn. Its main story focuses on the player character, the Dragonborn, on their quest to defeat Alduin the World-Eater, a dragon prophesied to destroy the world. Throughout the game, the playe ...
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Radiant AI
The Radiant AI is a technology developed by Bethesda Softworks for ''The Elder Scrolls'' video games. It allows non-player character A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by a ...s (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for '' The Elder Scrolls IV: Oblivion'' and expanded in '' The Elder Scrolls V: Skyrim''; it is also used in '' Fallout 3'', '' Fallout: New Vegas'' and '' Fallout 4'', also published by Bethesda, with ''3'' and ''4'' being developed by them as well. Technology The Radiant AI technology, as it evolved in its iteration developed for ''Skyrim'', comprises two parts: Radiant AI The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to ...
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Literary Archetypes
Archetypal literary criticism is a type of analytical theory that interprets a text by focusing on recurring myths and archetypes (from the Greek ''archē'', "beginning", and ''typos'', "imprint") in the narrative, symbols, images, and character types in literary works. As an acknowledged form of literary criticism, it dates back to 1934 when Classical scholar Maud Bodkin published '' Archetypal Patterns in Poetry''. Archetypal literary criticism's origins are rooted in two other academic disciplines, social anthropology and psychoanalysis; each contributed to literary criticism in separate ways. Archetypal criticism peaked in popularity in the 1940s and 1950s, largely due to the work of Canadian literary critic Northrop Frye (1912-1991). In the twenty-first century, archetypal literary criticism is no longer widely practiced; there have not been any major recent developments in the field (with the possible exception of biblical literary criticism), but it still has a place in t ...
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Genetic Algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems via biologically inspired operators such as selection, crossover, and mutation. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, and causal inference. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encod ...
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Chris Crawford (game Designer)
Christopher Crawford (born June 1, 1950) is an American video game designer and writer. Hired by Alan Kay to work at Atari, Inc., he wrote the computer wargame '' Eastern Front (1941)'' for Atari 8-bit computers which was sold through the Atari Program Exchange and later Atari's official product line. After leaving Atari, he wrote a string of games beginning with '' Balance of Power'' for Macintosh. Writing about the process of developing games, he became known among other creators in the nascent home computer game industry for his passionate advocacy of game design as an art form. He self-published '' The Journal of Computer Game Design'' and founded the Computer Game Developers Conference (later renamed to the Game Developers Conference). In 1992, Crawford withdrew from commercial game development and began experimenting with ideas for a next generation interactive storytelling system. In 2018, Crawford announced that he had halted his work on interactive storytelling, con ...
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Façade (interactive Story)
A façade or facade (; ) is generally the front part or exterior of a building. It is a loanword from the French (), which means "frontage" or "face". In architecture, the façade of a building is often the most important aspect from a design standpoint, as it sets the tone for the rest of the building. From the engineering perspective, the façade is also of great importance due to its impact on energy efficiency. For historical façades, many local zoning regulations or other laws greatly restrict or even forbid their alteration. Etymology The word is a loanword A loanword (also a loan word, loan-word) is a word at least partly assimilated from one language (the donor language) into another language (the recipient or target language), through the process of borrowing. Borrowing is a metaphorical term t ... from the French , which in turn comes from the Italian language, Italian , from meaning 'face', ultimately from post-classical Latin . The earliest usage recorded ...
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