PICTIVE—an exploration in participatory design
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making Stories Player-Specific: Delayed Authoring in Interactive Storytelling
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Comme il Faut 2: a fully realized model for socially-oriented gameplay
Proceedings of the Intelligent Narrative Technologies III Workshop
Towards personality-based user adaptation: psychologically informed stylistic language generation
User Modeling and User-Adapted Interaction
Perceived or not perceived: film character models for expressive NLG
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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One compelling aspect of computer RPGs is the promise of player agency: the ability to make significant and desired choices in a large, complex, and story-rich environment. Giving players meaningful choice has traditionally required the creation of tremendous amounts of hand-authored story content. This authoring paradigm tends to introduce both structural and workload problems for RPG designers. Our hypothesis is that reducing authorial burden and increasing agency are two sides of the same coin, both requiring advancement in three distinct areas: (1) dynamic story management architecture that allows story elements to be selected and re-ordered in response to player choices; (2) dynamic dialogue generation which takes history and relationships into account; and (3) an authoring interface that lets writers focus on quests and characters. This paper describes SpyFeet, a playable prototype of a storytelling system designed to test this hypothesis.