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Garrett Eastman

On Video Games and Storytelling: An Interview with Tom Bissell - 0 views

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    Gears of War writer
Garrett Eastman

The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Int... - 0 views

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    "we theorize the unique storytelling potential of mobile games while describing our experience attempting to harness that potential through the design and implementation of our hybrid-reality game University of Death."
Garrett Eastman

Books on Google Play Interactive Storytelling for Video Games: Proven Writing Techni... - 0 views

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    Recently published by CRC Press, excerpts on Google Books. "expert advice you need to generate compelling and original game concepts and narratives."
Garrett Eastman

Roll20 -- Virtual tabletop gaming that tells a story - 0 views

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    "Roll20 is an online tabletop gaming platform with a focus on storytelling as opposed to game mechanics. This is NOT a video game, but instead a virtual "table" to gather around with friends in order to play any number of role playing games."
Garrett Eastman

A Discussion of Interactive Storytelling Techniques for Use in a Serious Game - 0 views

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    "construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously."
Garrett Eastman

The Most Dangerous Gamer - Magazine - The Atlantic - 0 views

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    "Never mind that they're now among the most lucrative forms of entertainment in America, video games are juvenile, silly, and intellectually lazy. At least that's what Jonathan Blow thinks. But the game industry's harshest critic is also its most cerebral developer, a maverick bent on changing the way we think about games and storytelling. With his next release, The Witness, Blow may cement his legacy-or end his career. In a multibillion-dollar industry addicted to laser guns and carnivorous aliens, can true art finally flourish?"
Garrett Eastman

Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games - 0 views

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    Abstract: "Game Artificial Intelligence (Game AI) is a subdiscipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games. Storytelling is an integral part of many modern computer games; within games stories create context, motivate the player, and move the action forward. Interactive Narrative is the use of AI to create and manage stories within games, creating the perception that the player is a character in a dynamically unfolding and responsive story. This paper introduces Game AI and focuses on the open research problems of Interactive Narrative."
Garrett Eastman

Set the Action! Creating Backgrounds for Compelling Storytelling in Animation, Comics, ... - 0 views

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    "Create the Gotham for your Batman, the African savannah for your Simba, or the bustling newsroom for your Clark Kent. Background, setting, environment...whatever you call it, it is the silent character in the visual story, and a dynamic and compelling setting can define and hone the action and drama of your story."
Garrett Eastman

An Alien's Guide to Multi-Adaptive Educational Computer Games - 0 views

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    The Zeitgeist that Teaches Geography Challenges of Learning Game Design Introducing the Story Engineand Learning Engine The FourStage Approach to JustinTime Personalization Meeting the Challenges of Gamebased Learning A Possibility to Reduce Costs of DEGs Learning Effectiveness Validation LEV Interactive Digital Storytelling Narrative GameBased Learning Objects Challenges in Realizing Personalized Digital Gamebased Learning Realtime Interaction Trajectory for Adaptivity Evaluation RITAE
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

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    "The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach. Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release."
Garrett Eastman

Achieving the Illusion of Agency - 0 views

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    Abstract: "Games with a strong notion of story are increasingly popular. With the increased amount of story content associated with games where player decisions significantly change the course of the game (branching games), comes an increase in the effort required to author those games. Despite the increased popularity of these kinds of games, it is unclear if a typical player is able to appreciate the rich content of these games, since any given player typically only experiences a small amount of that content. We create a non-branching game that simulates branching choices by providing players with choices followed by immediate textual feedback. We hypothesize that this game, where player decisions do not significantly change the course of the game, will maintain the player's sense of agency. Experimentation showed that in a text-based story with forced-choice points there were in most cases no significant difference in players' reported feelings of agency when they experience a branching story vs. a linear story with explicit acknowledgement of their choices."
Garrett Eastman

A comparison and analysis of techniques used in computer games and interactive fictions... - 0 views

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    Abstract: "As computer games are an increasingly large industry, it is becoming increasingly important for people working in the eld to understand what elements of the game engage the player so as to improve the design of the game. By studying common techniques used in modern games, this paper looks to highlight how the techniques work and thereby provide developers and designers with more information to improve the use of these techniques in future games. The paper also re ects upon the applicability of these techniques outside of games specifically."
Garrett Eastman

On the Feasibility of using Use Case Maps for the Prevention of Sequence Breaking in Vi... - 0 views

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    Abstract: ""Sequence Breaking" is a type of feature interaction conflict that exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game's subsuming featur e - its storylin e - is disrupted, as the predefined set of valid event sequences - event s being uninterruptable unit s of functionality that further the game's story - is not honoured, as per the game designer s' intentions. We postulate that sequence breaking often arise s through bypassing g eographic barriers, chea ting, and misunderstanding on the player's behalf. Throughout this dissertation, we pre sent an approach to preventing seque nce breaking at run - time with the help of Use Case Maps. We create a "narrative manager" and traversal algorithm to monitor the playe r's narrative progress and check the legality of attempted event calls. We verify our solution through test cases and show its feasibility through a game , concluding t hat our solution is sufficient and feasible."
Garrett Eastman

Digital Games and the Hero's Journey in Management Workshops and Tertiary Education - 0 views

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    Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Garrett Eastman

MAKING THE CASE FOR NLP IN DIALOGUE SYSTEMS FOR SERIOUS GAMES - 0 views

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    Abstract: "As computational capability continues to increase, the tools available to designers of digital games have become more robust, allowing high fidelity graphics and sound to become common, and resulting in a market saturated with kinetic-based games. However, consumers and educators are eschewing such games for more complex and immersive stories, the creation of which has proven a difficult mountain for designers to climb. A central reason is that story-immersive games rely on dialogue between the player character (PC) and nonplayer characters (NPCs), the writing and coding of which is time consuming and inefficient. This paper documents the author's experiences with complex, branching dialogue systems, and examines the possibility of system automation through natural language processing (NLP)."
Garrett Eastman

A PRACTICAL APPROACH TO INTRODUCE STORY DESIGNERS TO PLANNING - 0 views

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    "This paper presents a design methodology that allows technical leads in the game industry to introduce story designers with low technical background to generative techniques for automatic plot creation, in particular to a specific method of AI-based planning. The approach provides support to convey necessary technical knowledge by paper prototyping. Further, it demonstrates that paper prototypes are not only useful to learn these concepts but also as tools of creation."
Garrett Eastman

"I'm in love with someone that doesn't exist: Bleed in the context of a computer game - 0 views

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    Aspects of game design that contribute to players' romantic feelings for characters
Garrett Eastman

Invitation to Play: Speculation Transmedia Game | HASTAC - 0 views

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    Collaboration among researchers at Duke, UChicago and University of Waterloo on an online alternate reality game with economic crisis as the subject, invitation to join the game community
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