2003
DOI: 10.1007/978-3-540-40031-8_21
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A Structure for Modern Computer Narratives

Abstract: Abstract. In order to analyze or better develop modern computer games it is critical to have an appropriate representation framework. In this paper a symbolic representation of modern computer narratives is described, and related to a general model of operational behaviour. The resulting structure can then be used to verify desirable properties, or as the basis for a narrative development system.

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Cited by 4 publications
(6 citation statements)
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References 11 publications
(10 reference statements)
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“…Here we have investigated and shown the practical feasibility of a basic reachability problem, but pre/post-condition analysis is relatively independent of goal and our design could be easily extended to apply to a variety of interesting narrative verification questions. Properties more generically depending on game paths or state relations, such as "pointlessness" [4], or constraints on spatial locality [1] are search-related problems, and could be examined using our techniques. Further application is found in determining the path to more immediate game goals (such as how to open the next door), where search speed improvements are essential for developing online and interactive but generic and automated game hint systems.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…Here we have investigated and shown the practical feasibility of a basic reachability problem, but pre/post-condition analysis is relatively independent of goal and our design could be easily extended to apply to a variety of interesting narrative verification questions. Properties more generically depending on game paths or state relations, such as "pointlessness" [4], or constraints on spatial locality [1] are search-related problems, and could be examined using our techniques. Further application is found in determining the path to more immediate game goals (such as how to open the next door), where search speed improvements are essential for developing online and interactive but generic and automated game hint systems.…”
Section: Discussionmentioning
confidence: 99%
“…Adams, for instance, proposed basic guidelines for industry developers in a series of online articles [3], where among many other properties the problem of narrative game-play being allowed past the point of winnability was presented; Verbrugge formalized this notion as "pointlessness." [4]. Barros and Musse proposed a model designed to ensure pace/tension [2], and Nelson et al defined properties related to the spatial locality of actions, as well as motivational or logical continuity of events [1].…”
Section: Related Workmentioning
confidence: 99%
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“…In [11], in order to characterize narrative structures, they propose "narrative nets" (N-nets), which are based on colored Petri nets. In [12], a representation framework called Narrative Flow Graphs (NFG), derived from 1-safe Petri Net, is proposed. NFG can be used to verify desirable properties, or as the basis for a narrative development system.…”
Section: Object Oriented Interactive Content Model (Ooicm)mentioning
confidence: 99%