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Title: Narrative Space . .


1
  • Narrative Space
    .

    .
  • ______
  • Maha Al-Saati
  • IAT 811 Computational Poetics
  • 9 March 2007

2
  • I. Classifications of Narrative Spaces
  • I. 1. Jenkins Classification of Narrative Spaces
  • Jenkins argues that most games focus more on the
    world creating, mapping rather the character
    psychology or plot development
  • This follows the 18th century American novel
    tradition of exploring worlds rather than
    characters psychology
  • Characters are vehicles for players to navigate
    through those worlds
  • Plot structured causal events presented in the
    narrative
  • Story the viewer's mental construction of the
    events (Jenkins, pp.121-122)
  • Types of Narrative spaces
  • Evocative
  • Enactive
  • Embedded
  • Emergent (Jenkins, p.123)

http//www.unabridgedbooks.com/product_info.php/pr
oducts_id/137?osCsidbf62be0a4a40638403a16786b66d3
424
http//www.activewin.com/reviews/software/games/l/
the_longest_journey.shtml
3
  • Evocative narrative spaces
  • Evoke pre-existing narrative associations
  • Enhance immersion by building upon familiar
    stories already well-known to visitors (Jenkins,
    p.123)
  • communicate a fresh perspective on that story
    through the altering of established details
    (Jenkins, p. 129)

http//www.legendra.com/art/wallpapers/fiche.php?r
pg257
http//www.avikatz.net/sf/meimad/meim10.htm
http//www.avikatz.net/sf/meimad/meim10.htm
4
  • B. Enacted Narrative Spaces
  • Enact narrative events to provide staging ground
  • privilege spatial exploration over plot
    development
  • story plot is structured around the character's
    actions/movement through space, to push plot
    forward
  • environment may retard or accelerate that plot
    Episodes/sequence of actions/events are loose and
    allow player to choose (Jenkins, pp.124-126, 129)

http//www.gamers-globe.com/screenshot/lara-croft-
tomb-raider-legend-multi-005,2.html
http//www.lara-forever.de/images/gallery/Gal_TR2/
gallery_19.htm
5
  • C. Embedded narrative Spaces
  • pre-authored narrative that offers coherence in
    plot development
  • game space becomes a memory palace
  • Space and its artifacts embed pre-structured
    narrative information
  • lead the player to decipher and come with
    conclusions about a previous event or to suggest
    a potential danger just ahead
  • Player constructs mental maps of the narrative
    space and acts accordingly (Jenkins, pp.126-127,
    129)

Screen shot from The longest Journey
6
  • D. Emergent Narrative Spaces
  • authoring environment
  • players can define their own goals and write
    their own stories
  • players become active agents in constructing
    stories
  • Decisions/choices have consequences
  • Stories are shaped during game-play
  • game designers are narrative architects rather
    than storytellers (Jenkins, p. 129)
  • Example The Sims
  • My comment the narrative emerges from the
    characters not the space
  • characters have a will of their own, desires,
    urges, and needs, conflict with each other,
    respond emotionally to events in their
    environment
  • Characters do not always submit easily to the
    player's control (Jenkins)

http//thesims.uk.ea.com/index.php?class4i143
http//sims.silvertuesday.com/?p47page1
7
  • E. Combinational narrative spaces (my
    interpretation according to Jenkins's
    classifications)
  • Example Neil Youngs Majestic
  • Embedded narrative
  • Information is embedded in web, faxes, e-mails,
    and phone calls
  • Enacted narrative
  • relatively unstructured
  • flexible interactivity
  • The player's flexibly interacts by retrieving
    information
  • The story structure
  • scrambled plots of linear story
  • Motivates players to reconstruct the plot through
    actions/ exploration
  • provide a rationale for our efforts to
    reconstruct the narrative of past events (Jenkins)

http//www.gamespot.com/pc/adventure/majestic/scre
enindex.html?om_actconvertom_clkgsimage
8
  • Jenkins suggests making use of Kevin Lynchs
    Image of the city
  • manipulation of the world as means for sensuous
    end
  • each space must have
  • poetic and symbolic" potential
  • narrative potentials
  • enhances activity
  • encourages the deposit of a memory trace
  • This relates to how he viewed embedded space
    earlier as a memory place
  • (Jenkins, p. 129)
  • (my comment) He doesnt clearly say how to use
    Lynchs theories

9
  • I. 2. Nitsches Classification of Narrative
    Spaces
  • Four main approaches for creating space in games
  • Designer-created
  • Random
  • player-created
  • Procedural space generation

http//300bucks.ca/news/Jun-29-2005-11.html
  • A. Designer-created Spaces
  • game content (AI, sounds, game world/spaces,
    objects, scripted dialogue, pre-modeled objects,
    predefined character behaviors) is pre-fabricated
    rather than generated during runtime
  • Drawbacks
  • Fixed/passive game environments
  • Optimized for a certain game experience
  • Once mastered and fully explored, offers little
    or no opportunity for change/repay
  • Example multi-player-session of Half-Life
  • interesting only because of the players spatial
    behavior /social interaction
  • performance has little/no affect on the world
    itself (Nitsche)

10
  • B. Random Level Generators
  • Space/new levels are built by combining level
    elements such as space sections, objects, and
    entities
  • creates endless levels
  • raises replay value and the dynamics of the game
  • Drawbacks
  • player cannot predict or shape the space
    generation
  • Limited variety
  • players agency remains unconnected to the space
    generation
  • Examples Diablo or Rogue
  • (Nitsche)

www.game-revolution.com/download/pc/rpg/diablo.htm
http//gr.bolt.com/download/mac/action/rainbow6_ro
gue.htm
11
  • C. Player-created Spaces (by using developers
    tools/ editor programs
  • create own game worlds or modify existing ones
  • Drawbacks
  • Influenced by tool developers/designers
  • Play and space generation remain separated
    (generate space world in external editor,
    recompile it, then play it)
  • Example Second Life
  • hybrid approach
  • players shape their own space world
  • space creation and the exploration is combined
  • Drawbacks
  • interaction lacks many features of a game
  • focused on the creation and maintenance of a
    social space (Nitsche)

Screen shot from Half life
Screen shot from Second life
12
  • D. Procedural Spaces
  • players create their own game universe
  • players agency affects the procedural world
    generation
  • worlds are not fixed, but flexibly created during
    runtime
  • change experience where the world generation
    would merge with the play
  • Goal of procedural space creation
  • Creating space/worlds is not the end goal
  • shaping the experiences of users in that space is
    the goal
  • Example
  • MojoWorld - fractal-based world generator
  • creates visually detailed worlds
  • Low interactivity worlds lack active inhabitants
    or objects to interact with
  • Architecture
  • virtual cityscapes generated by algorithms
  • abstract liquid architecture
  • illustrative structures with little or no
    interactive ingredients

Screen shot from Mojo World
Screen shot from Mojo World
http//www.artmuseum.net/w2vr/timeline/Novak.html
13
  • Rescue on Fractalus
  • generates 3D fractal-based mountains and valleys
    in real-time
  • world inhabited by enemy forces, pilots to be
    rescued
  • clear interactive and goal-driven game settings
  • But simplistic in its presentation form due to
    the original platform
  • Vib-Ribbon
  • uses sound to create vector-graphic game levels
    that consist of long strings of obstacles
  • player can provide the music to generate the
    world
  • lack any direct control over the outcome (Nitsche)

http//www.gm-master.com/vb/printthread.php?t2114
8
http//cyan.askee.net/vib20ribbon/pics/pages/vib
20ribbon20background203.htm
14
  • The Charbitat project
  • Background story
  • Main character is in a coma/dreamlike state
  • Must overcome the obstacles, master ones own
    world, balance the elements once again, and
    finally leave this borderless dreamscape
  • Goal
  • combine procedural space generation and play
    experience
  • players create the world as they play through it
  • no points to win or records to break
  • goal-driven exploration and generation of space
  • strategy of level generation
  • Player creates space by their in-game actions
  • It has random elements shaping the terrain and
    the positioning of entities and objects
  • it uses pre-fabricated local objects and some
    pre-modeled set pieces
  • all of these elements are combined in the
    procedural space generation
  • (Nitsche)

Charbitat screenshot, http//egl.gatech.edu/charbi
tat/media.html
Charbitat screenshot, http//egl.gatech.edu/charbi
tat/media.html
15
  • Two questions for procedural space creation
  • Context
  • designer-created worlds provide control over
  • possible story developments
  • tightly structures player experience
  • generating space does not mean that this space
    makes sense or has any meaning or value to the
    player
  • How can we fill these endless virtual procedural
    playgrounds with significance and context?
  • Possible solutions
  • Add structure, motivation, and direction to the
    players actions
  • Example key-lock puzzle generator
  • introduces procedurally generated basic quest
    elements that can be spawned in the generated
    worlds
  • encounter basic keylock tasks that send them on
    the search for a key (a solution) to overcome a
    designated lock (a threshold)
  • (Nitsche)

16
  • Orientation
  • Navigating in a potentially endless space is a
    challenging task
  • arrange entities within each individual tile of
    the game world, but also provides for larger,
    overarching structures that span over multiple
    sections
  • Rivers, cliffs, walls, and roads are elements
    that continue seamlessly from one tile to another
    and can form obstacles and landmark features.
  • Possible solutions
  • Kevin Lynchs The image of the city
  • combination of local elements and larger entities
    (paths, edges, districts, nodes, landmarks)
  • landmark are significant and work as thresholds
    in the quest
  • Rivers, for example, remain thresholds or
    obstacles until the player finds the swim key
  • It is such a combination of generated space and
    inherent meaning for action that provides a wide
    spectrum for more work
  • (Nitsche)

17
  • I. 3 Scharfe/ Ryans Possible worlds Narratology
  • The exists a number of possible, but not actual,
    worlds
  • Authentic
  • Pretended
  • F-worlds
  • Narrative space
  • is the metaphor for mental operations regarding
    reading
  • contains several narrative worlds/ possibilities
  • Four authentic worlds according to the mental
    capacities of the character
  • Knowledge World (K-World)
  • Obligation World (O-World)
  • Wish World (W-World)
  • Intend World (I-World )
  • (Schärfe)

Screen shot from Dreamfall
www.macworld.com/news/2004/09/30/myst4/index.php
18
  • Four authentic worlds according to the mental
    capacities of the character
  • Knowledge World (K-World) Epistemic system
  • describes characters knowledge of their world
  • Operators knowledge, ignorance, and belief
  • Obligation World (O-World)Deontic system
  • accounts for commitments and prohibitions
    resulting from cultural rules and moral
    principles
  • Operators permission, prohibition, and
    obligation
  • Wish World (W-World)axiological system
  • individual assigns the predicates good, bad and
    neutral to propositions based on personal desires
  • Operators concepts of goodness, badness, and
    indifference
  • Intend World (I-World )
  • describes plans and goals
  • Ryans modal structure in the narratology
    context
  • Distinction between the characters knowledge,
    obligations, wishes and intentions
  • Analyze plot structure of narrative (Schärfe)

19
  • II. Suggestions for interactivity in Narrative
    spaces
  • interactivity must influence the experience of
    narrative?
  • Interactivity actions must be meaningful with
    consequences to the users actions
  • II.1 Narrative Guidance The River Analogy
  • Navigation paths should flow like a river so as
    not to disrupt immersion
  • The user is a boat through this river pushed and
    pulled by pre-determined water currents
  • This constraints the users movement through the
    space to interesting paths
  • Separating levels of representation
  • ensure smooth interaction and flow
  • Ensures the story is told (Galyean)

http//www.cs.ubc.ca/bsd/photos/imgs/Canada/Rocki
es/Tree--Yoho_River.html
20
  • Levels of representation
  • 1. Plot level
  • space is structured to guide interaction
  • Manipulate presentation /story world differently
    to tell the story/accomplish goals no matter how
    the user interacts
  • 2. Presentation level
  • User interacts with this level
  • Allows freedom for user actions to vary the
    experience
  • Plot adjusts presentation to ensure plot its
    points are made
  • Example
  • in a story, getting the character in a car is
    essential, no matter how he interacts.
  • He could either hitchhike
  • Get hits, loses consciences and put in the car
  • Threatened to get in the car
  • In the end he will end up in the car (Galyean)

http//gallery.hd.org/_c/travel/_more2005/_more03/
road-trip-South-Africa-Eastern-Cape-Port-Alfred-to
-Kenton-on-Sea-to-Addo-by-car-13-DHD.jpg.html
21
  • Qualities of narrative guidance
  • Temporal continuity structure
  • Story controls/manipulates time and space in
    relation to plot and presentation
  • Events have structured relation to each other
  • maintains sense of flow
  • Continuous interaction
  • The narrative presentation should not stop and
    wait for users interaction
  • The interaction should be smooth/continuous input
    that influences the story world (Galyean)

22
  • II.2 Expanding the Narrative Space through
    exploratory creativity
  • Generally, author specifies
  • Initial state of story world
  • Outcome
  • the universe of discourse any world as
    potentially infinite
  • the closed world assumption (CWA) every fact
    about the world that is not declared true is, by
    default, not true
  • Bodens taxonomy of creative system distinguishes
    between
  • Exploratory creativity process of searching an
    area of conceptual space governed by certain
    rules
  • Transformational creativity process of
    transforming the rules and identifying a new
    sub-space
  • extensions to story planning that enable a user
    to generate creative stories
  • story planner can assume creative control over
    the description of the story world in which story
    is told
  • story planner can relax the constraints imposed
    on it by the authors given model of the story
    world (Riedl)

23
  • A. Escaping the constraints of the initial world
    description
  • Indeterminate/ open world planning
  • initial states and facts in story
  • A part is determined that is necessary for the
    story outcome
  • A part is left undecided states by the author
  • planner has authority to determine the
    truth/false of these facts
  • user defines the initial world state as (a) known
    true, (b) known false, and (c) undetermined
  • Set of possible worlds
  • each world in the set differing on their truth
    assignments to the undetermined sentences
    describing the initial state of the world
  • the set of possible worlds is reduced every time
    a variable is determined (Riedl)

http//forums.guildofgreeters.com/index.php?showto
pic3439
24
  • Initial state revision (ISR) planning
  • ISR checks states to facilitate the story
    planning process
  • causal links/relationship between actions
  • each action is satisfied by a causal link that
    has consequences
  • In case of inconsistencies
  • planner backtracks and considers a different
    alternative way of resolving the flaw
  • Each action has preconditions that must be known
    (true or false) in order to make this action
    proceed (Riedl)

Source Story Planning as Exploratory Creativity
Techniques for Expanding the Narrative by Mark O.
RIEDL and R. Michael YOUNG, page. 14

25
  • Example of ISR Planning algorithm
  • World initial states
  • secret agent
  • starts at the headquarters
  • prohibited from traversing from the courtyard to
    the lobby while holding a weapon
  • Mastermind
  • starts at the office
  • secret agent is weapon, gun1
  • exist
  • location is undetermined
  • outcome world state
  • mastermind is not alive
  • trace of a single path through the plan search
    space.
  • satisfies the goal condition by having the secret
    agent shoot the mastermind with gun1
  • In order to shoot the gun, the secret agent must
    have the gun
  • considers all the places the secret agent could
    pick up the gun
  • secret agent pick up gun at location3
  • the location of the gun is undetermined

26
  • Mutual exclusiveness
  • Introduces the potential of logical and semantic
    inconsistency to the world description
  • Sentences in the initial world state are mutually
    exclusive, meaning that if one is true than the
    other cannot be true
  • Example
  • an object cannot be in more than one place at a
    time
  • so when gun at (location 1) is made true, all
    other sentences regarding its location elsewhere
    are made false to ensure that the gun cannot be
    in more than one place at a time (Riedl)

27
  • B. Relaxing the Constraints of the Story World
  • library of operations that story world characters
    can perform
  • constrains the way in which the story world can
    be transformed from one state to another through
    actions of the characters
  • Story variables are bound to characters actions
    attributes
  • Conceptually there are two types of
    preconditions
  • Preconditions that constrain the non-changing
    attributes of the world
  • Example
  • precondition (violent ?attacker) constrains the
    world such that only characters that have the
    violent attribute associated with them can
    perform the Shoot action
  • preconditions that constrain the dynamic state of
    the world
  • models the physics of the world and should be
    expected to correspond with the audiences
    understanding
  • Example
  • (?attacker ?place) and (at ?victim?place) specify
    that the attacker and victim must in the same
    location at time of attack action (Riedl)

28
  • IV. Emotional involvement with space
  • Narratives include micro narratives such as
  • cut scenes
  • Actions/events involve characters during play
  • Series of micro-narratives shape emotional
    experience and build up to the grand narrative
    (Jenkins, pp.124-126, 129)
  • Melodrama
  • external projection of internal states
  • through costume design, art direction, or
    lighting choices
  • space has been transformed by narrative events
    can have powerful feelings of loss or nostalgia
    (Jenkins)

Screenshot from Toonstruck, http//www.gametective
.de/screenshots/details/8679.html
Screenshot from Toonstruck, http//www.maniac.de/o
ldhome/reviews/pc/sz/toon/toon.html
  • Players can return to a familiar space later in
    the game and discover it has been transformed by
    subsequent (off-screen) events

29
  • Sources
  • Game Design as Narrative Architecture - by Henry
    Jenkins snarrative.html
  • Narrative Guidance - by Tinsley A. Galyean
    nce.pdf
  • Designing Procedural Game Spaces A Case Study by
    Michael Nitsche, Robert Fitzpatrick, Calvin
    Ashmore, John Kelly, Will Hankinson, Kurt
    Margenau oad/Nitsche_DesigningProcedural_06.pdf
  • Possible Worlds in Narrative Space by Henrik
    Schärfe (Just skim through pages.1-5)
  • Story Planning as Exploratory Creativity
    Techniques for Expanding the Narrative by Mark O.
    RIEDL and R. Michael YOUNG (pages. 1-3
    'introduction', pages 11-18 'sections 4-5')
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