In this paper, we motivate and discuss each of these design challenges and, for each, summarize prior work and propose new approaches that future work might take. Lastly, even if a system is able to recognize some emergent story, how should it showcase it? We call this last challenge story support, and conceive of systems that could showcase (and support) emergent stories as they are unfolding. ![]() This problem represents a nascent task area and our third challenge, story recognition. When this happens, emergent stories may not be showcased by the system, and in turn they may go unnoticed by the player. Next, systems from which narratives emerge are typically unable to discern those narratives from the uninteresting event sequences that more commonly appear. Moreover, a related issue is rooted in how content actually gets deployed-our second challenge is that of developing compositional representational strategies. This is because current content-authoring practice is not tailored to the simulationist concerns of emergent narrative, a problem that marks our first design challenge: that of developing new authoring techniques that will yield modular content. First, the richness of underlying simulations (and the stories that emerge from them) are often not made apparent to the player. Looking to completed experiences, namely simulation games like Dwarf Fortress and The Sims, we describe a series of shortcomings that yield interesting design challenges at the level of interaction. Prior work in this area has largely concerned the development and tuning of the simulations themselves from which interesting stories may reliably emerge, but this approach will not necessarily improve system performance at its most crucial level-the actual interactive experience. We introduce a research framework for the design of interactive experiences in the domain of emergent narrative, an application area of computational narrative in which stories emerge bottom-up from the behavior of autonomous characters in a simulated storyworld. The players, however, have the satisfaction of taking away the battle stories surrounding their experiences. Nothing is permanent as the inhospitable wilderness of the digital landscape will always destroy the player’s fleeting successes. By creating unwinnable conditions and a merciless virtual environment of geological transformation, Dwarf Fortress builds a game around failure. In Dwarf Fortress, as well as other examples of procedurally-generated worlds such as Eskil Steenberg’s Love and Markus Persson’s Minecraft, play manifests as storytelling. The ASCII interface mediates the feedback between human player and computational processes. ![]() In this book chapter, we explore the relationship between the graphically-minimal textual architecture and the computational processes that define the game. Dwarf Fortress transforms from a world generator into a story generator. The textual artifacts produced in response to the game could be called dwarven epitaphs, ludic obituaries created to memorialize the death of play. Given that failure is the rule, not the exception and that such a minimal graphical output belies complex algorithmic operations, the players have turned towards narration as a means of sharing their experience with other players. Any suggestions, comments, wishes, riddles, constructive/destructive/hateful criticism is welcome.Dwarf Fortress, a freeware computer game in constant development since 2006 by Tarn and Zach Adams of Bay 12 Games, has become the progenitor of a new genre of videogames which employ the enhanced processing power of home computers to push not pixels, but processes. Maybe a few other things if I don't get burned out by then. The end product should be able to generate !!forgotten beasts!!, artifacts, engravings, and epithets. No backend functionality yet, but I plan to add many more features in the future. Adheres to the Dwarf Fortress naming algorithm as best I can tell. ![]() Use it for your tabletop game or something, idk.Ĭlick part of the name to freeze that section and regenerate the rest!īuilt in my spare time using Javascript on a React.js framework. Are your babies starting to get spoiled and demanding ever more exotic names? Put those wriggly bastards in their place with an elven name!.Are the dwarf babies getting wise to your schemes and starting to tell the difference? Custom-tailor your names with several * naming pools that you can allow and forbid as you please.Do you want several babies all named Id? Well who wouldn't? Easily hold on to parts of a name and throw away the rest. ![]() Tired of thinking up names for all your dwarven babies? Just give 'em a random one! They won't know the difference anyway!.
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