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Explore the uncharted territory of interactive storytelling in gaming with industry experts Neil Young, Warren Spector, Tim Schafer, and Michael Mateas. Moderated by Andrew Stern, this panel challenges conventional gaming narratives, urging a shift towards more emotionally engaging and character-driven gameplay experiences. Delve into the complexities of merging storytelling and gameplay mechanics, identifying new narrative dimensions and player interactions. Join the conversation on the future of game design and discover how the industry can break through existing barriers to create innovative, immersive gaming experiences.
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Why Isn’t the Game IndustryMaking Interactive Stories? Neil Young, Electronic Arts Warren Spector, Ion Storm Tim Schafer, Double Fine Michael Mateas, Georgia Tech Moderator: Andrew Stern, InteractiveStory.net
No interactive stories –is this true? • Depends on your definition of “interactive story” • Today’s best games are quite good • Preconceptions of story in games
Focus of this panel • Not about defining “story”, “game” • Try to abandon those terms for this panel • Identify specific qualities or pleasures of stories that we don’t yet have in games • Won’t worry about what to call the result
Example qualities and pleasures • Not about saving the world – about individual people, personal • Play centered on affecting characters’ thoughts, feelings, problems, conflicts, relationships, lives • Fighting outer demons inner demons
Example qualities con’t • Allow players to express more complex feelings, ideas • NPC’s who can better listen to and understand you • Varied sequences of events *truly affected* by your actions, dramatically paced
Discussion questions • Describe specific qualities and pleasures you are seeking • *Why* has the game industry has not yet achieved them? • Are they possible, how do we get there – or is this not a productive direction?
Question 1 of 3 • What do you consider the most important qualities and pleasures we *don’t* yet find in today’s interactive entertainment?And why are they needed?
Question 2 of 3 • Why haven’t these been achieved?What are the obstacles, how daunting?Are they so technically difficult that incremental progress is not possible?Are players happy enough with what they’ve got?Too great a divide between programmers and designers?
Question 3 of 3 • Give a realistic prescription for how to surmount these obstacles in the foreseeable future.Or, describe how this is not possible, or the wrong direction.Near-term technical and design milestones to shoot for?How can publishers become more experimental?Do we need to train a new generation of designer-programmers?