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Towards Integrating Plot and Character 225Major value changes occur in each scene. Each scene is a large-scale storyevent, such as "Grace confesses her fears to the player". Scenes are composedof beats, the smallest unit of value change. Roughly, a beat consists of oneor more action/reaction pairs between characters. Generally speaking, in theinterest of maintaining economy and intensity, a beat should not last longer thana few actions or lines of dialog.4.1 Scenes and Beats as Architectural EntitiesGiven that the drama manager’s primary goal is to make sure that activity inthe story world is dramatic action, and thus turns values, it makes sense to havethe drama manager use scenes and beats as architectural entities.In computational terms, a scene consists of preconditions, a description ofthe value(s) intended to be changed by the scene (e.g. love between Grace andthe player moves from low to high), a (potentially large) collection of beatswith which to construct the scene, and a description of the arc that the value(s)changed by the scene should follow within the scene. To decide which scene toattempt to make happen next, the drama manager examines the list of unusedscenes and chooses the one that has a satisfied precondition and whose valuechange best matches the shape of the global plot arc.Once a scene has been selected, the drama manager tries to make the sceneplay out by selecting beats that change values appropriately. A beat consistsof preconditions, a description of the values changed by the beat, success andfailure conditions, and a joint plan to coordinate the characters in order to carryout the specific beat.4.2 The Function of BeatsBeats serve several functions within the architecture. First, beats are thesmallest unit of dramatic value change. They are the fundamental buildingblocks of the interactive story. Second, beats are the fundamental unit of characterguidance. The beat defines the granularity of plot/character interaction.Finally, the beat is the fundamental unit of player interaction. The beat isthe smallest granularity at which the player can engage in meaningful (havingmeaning for the story) interaction.4.3 Polymorphic BeatsThe player’s activity within a beat will often determine exactly which valuesare changed by a beat and by how much. For example, imagine that Tripbecomes uncomfortable with the current conversation - perhaps at this momentin the story Grace is beginning to reveal problems in their relationship – and hetries to change the topic, perhaps by offering to get the player another drink. Thecombination of Grace’s line of dialog (revealing a problem in their relationship),

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