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Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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AI Storytelling and Its Future in Games

AI Storytelling and Its Future in Games | relevant entertainment | Scoop.it

Decisions made by AI "cannot make sense of what we are trying to accomplish or why” says Associate Professor Mark Riedl. His Entertainment Intelligence Lab at Georgia Institute of Technology's research into computational narrative intelligence is one potential way of overcoming that barrier by opening the possibility for AI to “create rapport with humans by sharing virtual vignettes.”

In keeping with this, Scheherazade-IF was not designed with entertainment-oriented games in mind and may not be suitable for that role.  Riedl says that this is the result of the median-based model of this system, which means that its stories would “largely avoid the dramatic twists that one would want in a strongly-story driven game.” The team has, however, discussed ways to make the system’s vignettes more dramatic, although practical application of such theories has not yet been attempted.


Via The Digital Rocking Chair
Vivalist's insight:

The article explore previous attempts to integrate AI decision making into story telling in games and their limitations.

 

But it's easy to see great potential in addition to procedural game world creation. So these vast world can be realistically populated.

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The Digital Rocking Chair's curator insight, December 27, 2015 1:33 PM


Damien Lawardorn:  "The real reason behind its creation [Scheherazade-IF], says Riedl, “is to probe the bounds of questions of how to get a computer to reason about, create, and understand narrative.” Given that humans are raised on stories, and make them a part of our everyday lives, Riedl’s goal is vital for any artificial intelligence if we want it to understand us."

Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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The Free-To-Play Triangle [Game Economics]

The Free-To-Play Triangle [Game Economics] | relevant entertainment | Scoop.it

What Games Are:  "Technically you can charge for everything in every way in a game, but it usually makes the experience hollow. The Free-To-Play Triangle aims to help you keep your game fun" ...

 

A take on how to avoid the Pay-to-Win pitfall. It discards aesthetics... so it is not "cash-oriented" IMHO.


Via The Digital Rocking Chair
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Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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The Ultimate Alternate Reality Gamified Transmedia Classroom Toolkit

The Ultimate Alternate Reality Gamified Transmedia Classroom Toolkit | relevant entertainment | Scoop.it

In the last post we introduced you to ARGs and reviewed some examples of how teachers are using them. Now you’re ready to turn your class into an immersive game, and everything you need is right here. With the help of these resources, you can develop your own gameful class, cook up a transmedia project, design a pervasive game or create your very own ARG. Games aside, these links are useful for all types of creative learning projects. 


Via Simon Staffans, The Digital Rocking Chair
Vivalist's insight:

Lots of links to useful online resources when it comes to elaborating an Alt Reality experience.

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The Digital Rocking Chair's curator insight, September 23, 2015 11:28 PM


Paul Darvasi:  "In the last post we introduced you to ARGs and reviewed some examples of how teachers are using them. Now you’re ready to turn your class into an immersive game, and everything you need is right here. With the help of these resources, you can develop your own gameful class, cook up a transmedia project, design a pervasive game or create your very own ARG."

Ricard Garcia's curator insight, September 25, 2015 3:01 AM

Not to miss!!!

Dominique Taste's curator insight, September 29, 2015 1:35 PM

Une liste ultra complète et commentée de liens et de ressources pour construire un ARG (jeu en réalité alternée) à l'école ou dans d'autres structures. Reste bien sûr à imaginer l'histoire.

Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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The 4 Secrets Behind Zynga’s Narcotically Addictive Games

The 4 Secrets Behind Zynga’s Narcotically Addictive Games | relevant entertainment | Scoop.it

"The team that made Farmville 2 sat down with us to share their secrets to building social gaming experiences that keep players coming back" ...

 

to be accompanied by GDC 2012 Talk by Zynga's Mark Shaggs discussing lessons learned between launching Farmville and Cityville.

http://gamasutra.com/view/news/180773/Video_How_social_games_evolved_between_FarmVille_and_CityVille.php#.ULSVc4fi58G


Via The Digital Rocking Chair
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Hope Carey's curator insight, November 30, 2015 2:29 AM

The Master Plan unveiled.....