Paper Session #2: New Authoring Modes
Talk 1: A Method for Transferring Probabalistic User Models Between Environments
Choice is related to preference; mathematical psychology tells us preference is related to utility – changes in choice behaviors are reflected in changes of utility and vice versa
The Strict Utility model – determining preference given utility
Reciprocity – if I do something nice for you, even unsolicited, you’re more likely to do something nice for me. Can this be used in IF? Is it a case of ‘liking’?
The Fechnerian Utility model – if you ask someone to commit to doing something, then come back and ask them to do it again, they’re more likely to do it. The comes from Greenpeace – doing a mailout, they would get 18% donations. If they sent a mail 3 weeks earlier that asked if they were committed to the environment, then did their mailout, they received 35% donations.
firstname.lastname@example.org – CIIGAR Lab
Talk 2: Being in the Story: Readerly Pleasure, Acting Theory and Performing a Role
Digital stories are not created by the actor, they are enacted – this means there is no conflict between interaction and narrative.
Readerly pleasures – loss of agency vs. authorial (interactive) pleasure – unrestricted agency
IF research focuses on authorial pleasure because the researchers are almost always writers/designers.
More research needs to be done into method acting as being similar to what a player undergoes when enacting their character.
Method acting is not having had the experience, but in taking pieces of one’s experiences and transmuting them into an approximation of an experience. This makes the process imaginative, rather than just mnemonic.
… This was a PhD confirmation presentation, not a paper.
Talk 3: Supporting Rereadabillity Through Narrative Play
How to encourage repeated, satisfying experiences of interactive stories?
Reread for variety, for closure, for achievements?
Challenged-based games – replay to do better (get a higher score)
Card game – Once Upon a Time – be the first one to finish the story
But how to keep narrative from becoming subordinate to gameplay? Create narrative moves and gameplay moves, and make it impossible to win through only one kind of move or another.
Introduce narrative and gameplay elements, then remove those once they are carefully planned and watch the participants react – they want to do better next time
Jones in the Fast Lane…
Challenge connected to the story – motivated to do better next time
The cards will be available for download eventually
Talk 4: Extensible Tools for Practical Experiments in Interactive Digital Narrative
Tech demo? Ren’Py engine?