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GLS10 Keynote Scot Osterweil: It's Not About the Game

When I attended the 2014 Games, Learning and Society Conference (GLS10) in beautiful Madison, Wisconsin, I did not expect to engage much with the topic of stories in games.  True, it's a hot topic these days, but I didn't think it would show up much at this venue.  Thursday's keynote speaker Scot Osterweil proved me wrong.



Osterweil, Creative Director of the Education Arcade at MIT, titled his talk "It's Not About the Game."  Though I am not confident I know for sure what he meant by this, I have two guesses: it might be related to Eric Zimmerman's Games Are Not Good For You talk, which Osterweil discussed at length; or, it could be a call to focus on the importance of narrative within games.

In part, Zimmerman's talk was trying to say that we need to just let games be games.  We should not be instrumentalizing them for other purposes (like, say, education?).  This made Osterweil realize what we are really doing as educational game designers.  We are trying to change people with technology.  In a sense, it's not unlike the reprogramming scene in A Clockwork Orange, he points out.  Is this what games are supposed to be all about?

Games are supposed to be about play, and play is all about agency.  It's what we do when we don't have to do something else.  We don't do it for some specific purpose —  not even education.  Play is about freedom: freedom to explore, freedom to fail, freedom of identity, and freedom of effort.  How many educational games actually include all of these freedoms? No game can make you play harder than you want to.

You can't just add "fun" to a math game.  If you don't find something fun to begin with, you shouldn't make a game about it.  Games are much more about building conceptual frameworks and preparing for future learning - not instructing something.

So what about narrative?

Osterweil says he grew up wanting to be a storyteller.  He noticed that the Greeks had a word, agon, that was relevant in multiple areas important in Greek culture.  Agon means competition, which has context in games (i.e., competing in the Olympics) and stories (conflict in theatre).

When we go into a game, we enter as a contestant: "we willingly submit to arbitrary rules and structures in pursuit of mastery, only if we can continue to be playful".  In other art forms, like film and theatre, we are spectators (though possibly not passive ones).  We construct knowledge differently with these two roles, and with stories in games, we can make them overlap.

In addition to being contestants and spectators, we can also be creators.  Perhaps where all three overlap is where the most powerful educational opportunities lie.

Osterweil emphasized that we as game designers need to start thinking more about the affordances of story and gameplay.  We need to start thinking more about the ways narrative is engaging our players.  Beyond this, when making games, we have to care about it ourselves; we can’t just think about what the kids want or else we'll end up giving them a creepy tree-house.  Both the creator and consumer of narrative need to be leaning forward in interest.

To read more about the keynote, you can look at my raw conference notes, the collaborative conference notes, Sam Potasz's blog post summary, and Donelle Batty's Storify of the second conference day.

My FDG 2014 Cruise Ship Conference Experience

You may recall that I was going to a conference on a cruise ship in April.  Well, I'm back from Foundations of Digital Games 2014 and am happy to report that I have found another new favourite conference and community.  The conference went well and I made some wonderful friends. Win win!

It was a strange experience, being on a cruise ship for (mostly) academic purposes.  This was my first time on one, and to be honest, I actually prefer the resort experience more when it comes to vacations.  An overwhelming sense of "fake" was prevalent on the ship, and while resorts aren't necessarily better, on a cruise all you have is the boat.  No beach, no grass, etc.  I also didn't love the dark, cavernous feeling on most decks of the boat or the lengthy process to embark and debark.  Even the mall was kept dark and lit with neon lights most of the time.


But there is a big advantage to hosting a conference on a cruise ship: nobody can leave! This was really great for building community.  It was easy to find other attendees and spend some social time with them.  For example, on one of the early nights, there was a disco party happening in the mall.  At that point I was alone, wandering around, wondering what to do.


When I ran into some friends (old and new), I finally had someone to dance with, even if we were stuck with disco for quite some time.  I would not have danced disco alone, but with them, I had a blast.

I have to admit that the upper deck with the pools was a nice place to prepare for my paper presentations (lab mates, if you are reading this: pretend I prepared weeks in advance and practised at our meetings).  Sitting on a swinging chair looking out on the ocean is a good way to relieve last-minute stress.


And boy, was I stressed.  I wasn't worried about the actual presentation being good, but rather whether the audience of heavy-hitters in the stories-in-games field would think the work itself was any good.  It was a rare moment of feeling the imposter syndrome.  To make matters worse, I had two talks almost in a row! Good to get them over with, but no chance for feedback in between.

Fortunately, everything went very well.  The talk was good, and the questions afterwards were even better.  A lot of the people I was intimidated of in the first place made a point to tell me that my talk was interesting.  Later in the conference I even got to have an extended conversation with one of them, giving me both confidence and ideas.  (Learn more about what I presented if you're interested.)

After my talks and a couple of other interesting paper sessions, I escaped on my own for a bit to decompress.  The sun was starting to set, which was the perfect time to take a stroll around the boat.



The next day, the ship docked in Cozumel, Mexico, where two of my new friends and I went on a tour of Maya ruins (apparently you aren't supposed to include an "n") and visited a gorgeous beach.  I was really glad to have my talk behind me at that point as I could completely relax and enjoy it!





The last day of the cruise included more interesting talks and a lovely reception and dinner to cap it all off.  I left the following morning on a high, and already trying to figure out how to ensure I attended next year's conference.  I left feeling like I had finally found "my people," from my awesome roommate to the researchers with the same interests.  Thanks FDG, and hope to see you again soon!


Interactive Storytelling in Games: Next Steps

Last night I gave a lecture for our undergrad society on some of the more interesting recent developments in interactive storytelling, along with a preview of my own thesis work.  Below are my slides.


Cruise Ship Conference

I've never been on a cruise before. Who would have thought that my first opportunity to sail would be for an academic conference on videogames? Come on, admit it. You're jealous.


The conference is Foundations of Digital Games, and the photo above shows where we'll be living for about 5 days in April.  This past fall, my supervisor and I worked really hard to get a paper we'd been sitting on into good enough shape to submit, and wrote up a whole new paper on my thesis work.  I was nervous about whether either would get in, but lo and behold, both did!

The paper on my thesis work, A Framework for Coherent Emergent Stories, got in with generally positive reviews, despite the very embarrassing fact that two important diagrams ended up as black boxes.  The one more negative review was actually extremely helpful - we will definitely be improving our write-up with those comments in mind.

The other paper was about non-linear stories in traditional media and games.  It was hard to know how this one would fare since the topic is more closely related to games studies, making me a bit of an outsider.  It was accepted in the work-in-progress track, which I am definitely satisfied with.  Lots of really useful comments in those reviews, too, so while this isn't the more important of the two papers, we should be able to improve it.

I have to admit that these successes are really great news after a recent string of rejections.  My publication luck is finally beginning to pick up!

Slides from 'Coherent Emergent Stories in Video Games' / GHC13

I gave a talk at this year's Grace Hopper on what I've been working on for my thesis project:
Coherent Emergent Stories in Video Games
Crafting satisfying narratives while preserving player freedom is a longstanding challenge for computer games.  Many games use a quest structure, allowing players to experience content nonlinearly.  However, this risks creating disjointed stories when side quests only minimally integrate with the main story.  This talk introduces the problem of nonlinear storytelling in games and discusses our flexible, scene-based story system that reacts dynamically to the player’s actions.

My slides are embedded below and you can learn more on my website.



The Latest on the App Formerly Known as Carleton Quest

I've been making good progress on the app formerly known as Carleton Quest.  I've rewritten the story to include more faculty-specific info and general school spirit, made fewer locations mandatory, and updated the UI.  I submitted an ethics application for the survey we hope users will complete at the end of the app for a chance to win great prizes.  I've also been looking for a new name (so far, the winner is CU There; let me know if you like it).

  

I'm still working out a few bugs with that fancy centre button with the camera, and Andrew Heaton kindly offered via Twitter to help me style the HTML story text (thanks Andrew!).

With luck, I'll get this version submitted to the app store soon, and our posters with QR codes will be up in the next couple of weeks.

Why Game Designers Should Understand Procedural Rhetoric

I am sometimes asked why I think stories in games need to improve.  Considering I'm studying nonlinear stories in games for my PhD project, I was for a long time unsatisfied with my answer.  But I finally figured out what my beef was about today's games and their stories.



My problem is that stories and gameplay far too often feel like separate activities.  The best stories tend to be told outside of the main mechanics (not necessarily via cut-scenes, but not during the main action either).   Many CRPG's with random encounters are guilty of this.  More recently, BioShock Infinite's story felt really separate from the shooting galleries that punctuated it.  The game felt very close to (if not exactly like) what Chris Crawford called a constipated story.  The only possible exception was the Hall of Heroes, where the environments passively provided backstory brilliantly alongside Slate's narration.  Even there, though, the slaughtering of hundreds of Slate's men felt forced, and the constant battling made it difficult to pay attention to anything else.

Beyond separating the story from the main mechanics, the meaning of what you do through gameplay may not even be tightly coupled to the story, or worse, may go against it.  We've been playing Red Dead Redemption, and I feel this dissonance fairly often.  In some quests (many of them optional, like the bounty hunting), you earn more honour or money for bringing back the bad guys alive.  Killing them sometimes even lowers your honour.  Yet in many of the main episodes, you kill multitudes of men and your honour goes up.  Even worse, in many conversation with Bonnie, your actual actions are not taken into account and she only ever paints you as an honourable man (or so it has gone for us so far - we are not yet finished the game).  Although some feel that the violence and shooter nature of BioShock Infinite has meaning, for most it creates a disconnect from the story the game tries to tell.

I've written a couple of times before about procedural rhetoric.  If you haven't checked out Ian Bogost's Persuasive Games, where the idea originated, be sure to do so.  As a reminder, procedural rhetoric in games is essentially using their rules and mechanics to make an argument (as opposed to, say, the words in the game or the visual elements).  I like to simply describe it as "saying something" with the mechanics, as I have discussed in the context of Sweatshop and Unmanned

Games whose designers don't consider procedural rhetoric end up running into problems like those mentioned above.  If you don't care what your mechanics are saying, your story could feel separate from them.  If your mechanics are saying one thing while the story says another, a troubling contradiction occurs.  But if designers carefully plan their game's mechanics so that what they say aligns with what the story wants to say, then, in my opinion, great masterpieces are possible.  And that is why designers should learn about procedural rhetoric.

Edit: I was reminded of the concept of ludonarrative dissonance, which describes my problem with stories and games quite well.  There's even an article about BioShock Infinite and this idea.  So basically what I am saying is that understanding procedural rhetoric and being mindful of what your mechanics are saying is one possible fix to ludonarrative dissonance.

Princesses, Dragons, and Assigning Numbers to Stories

I've been working on a prototype story for my thesis project ("Coherent Emergent Stories").  Although I have a couple of stories on the go (such as the one I made for my GRAND poster), the one I am working with now was loosely inspired by The Paper Bag Princess.  This is an informal representation of some of the nodes:


In addition to these nodes are many more satellite nodes that, at the very least, further the story's themes or develop its characters, but that are optional and can be seen in any order.

My task now is to turn the ideas behind each node's availability (where should the player be? What knowledge should they have? etc) into numbers.  We are currently using a modifier system to calculate suitability of a node at any given time.  This means that I need to represent things like mood and knowledge as numbers.  This is much easier said than done!

I will also be writing some code that will represent formula(s) for computing a scene's score so that we can test what scenes will be available for various game states.  I decided to use Python, since its quick and easy scripting nature is just the thing needed here.  It also seems easy to connect directly to a Google Spreadsheet, where my story data currently resides.

Tomorrow, we plan on spending the morning playing with the prototype and adjusting the data and calculations as needed.  I'm really curious to see how far off the mark my numbers end up being!

Stories and Games at GRAND 2013

Last week, I attended the annual meeting of the GRAND (Graphics, Animation, and New Media) research network, held in Toronto.  Although the research and discussion presented and held at the conference spanned much more, the focus for me was on games and stories in games.


The presenter I was most excited about seeing was Jane McGonigal of Reality is Broken and Superbetter fame.  She believes that gamers are actually practicing some rather useful skills when they play.  For example, they learn to be hopeful and creative, two of several things that we should want people solving the world's greatest problems to be.  I reviewed her book a couple of years ago and still find that it influences my thinking on games.  Although I already knew most of what she talked about at GRAND (having been a fan for a while), I loved seeing her in person, and loved even more that my friends and colleagues now buy into her ideas as well.


A surprise for me was how much I loved Terry O'Reilly's talk.  I admit I'm not much of a CBC follower (unless they're airing an Ottawa Senators hockey game), so I didn't know who Terry was ahead of time.  He spoke about the power of stories, mostly with respect to marketing and advertising.  One of my favorite quotes:
Make people feel your message, not just understand it.  -Terry O'Reilly
Besides being an extremely good talk, it was fascinating how much I connected with his message with respect to games.  In particular, I found myself being convinced by him (and less directly by Jane McGonigal earlier) that stories can truly make a difference in learning with educational games.

On Tuesday night I presented my nicely designed research poster.  I was quite pleased to see a few other really great posters.  My favorite poster (possibly of all time) described Tiffany Inglis's research on pixel art in the form of a comic strip.  Check out the poster on her project page.

Finally, on Wednesday, the last day I was at the conference, I attended the Women in Games panel.  The panel featured Grace from Fat, Ugly, or Slutty, Cecily from Dames Making Games, Anita of Feminist Frequency (which is most recently focusing on tropes vs. women in videogames), and Brenda of Silicon Sisters, a women-lead game studio in Vancouver.  The discussion was fascinating, and I saw a lot of what I do with women in CS shine through, even though involvement in games can be much broader than programming/CS.  It was also really neat to see what Brenda and her company have been working on, since I had been chatting with Brenda about stories in games the previous evening at my poster.


Even though I had less than two days between trips (poor baby Molly!), and even though I could only stay for two days, I'm really glad I ended up coming to GRAND.  I feel energized as I move into my attempt to get a lot done research-wise this summer...

My Beautiful GRAND Conference Poster

I'm a strong believer in creating conference posters that look good.  If they have a striking resemblance to printed papers, in my opinion something has gone really wrong.  With that said, I have to say I had a lot of fun designing my most recent poster.


Although this image is slightly out of date from the final print version, it gives a good idea of what I was going for.  You can get the gist of the research by looking at it, but it does not contain all the information a paper would.  That's what the poster presentation itself it for: I will have the opportunity to discuss the work more deeply.

There is no reason whatsoever that a poster can't be both beautiful and functional, so I encourage you to see what you can come up with the next time you create a poster! If you have an example to something you're particularly proud of, I'd love to see a link in the comments.

Edit: You can now check out the high resolution PDF of the poster if you'd like.

Story Graph Example Inspired by The Paper Bag Princess

Without giving too much away, I wanted to share an early example of the types of story graphs I'm working on for my thesis.  This was my first example, and it's inspired by Robert Munsch's Paper Bag Princess.


Without even telling you what all the colours and notations mean, you can probably gather that there are some nodes that must be seen in a particular order, and others that can be seen any time.

Eventually my examples will have much more of the latter type.  The end goal is to be able to decide which nodes should be available in the first place according to the player's current state in the game, and then to dynamically modify the scenes in small, simple ways to ensure they make sense and connect back to previously seen nodes.

Hopefully, this will result in more open and coherent emergent stories in games.

Framing Devices With an Interactive Twist

You may recall that I recommended inklewriter as one tool for testing story ideas.  I recently found an interesting piece of interactive fiction made with it and I found it rather interesting.  It's called First Draft of a Revolution, and its format is quite different from anything I've seen before (though, to be perfectly honest, I'm not well versed in the realm of non-game interactive fiction pieces!).



The story is presented as a series of letters written between the main characters.  This isn't anything new; framing devices have been used for ages.  But here's the twist: through a series of clicks you get into the letter writers' heads, seeing their thought process as they write and rewrite their letter until you decide it's ready to send.

For example, in the image above, Juliette has made a list of the things she wants to say in her letter.  You click on each item and see a note pop up that ponders what to do next.  The notes seem to offer choices at first, but really there is only one option you can pick to continue.

I thought this was rather effective.  It would pretty boring reading about each character changing their mind and rewriting.  I don't need the explanation of what they're doing when it's the same thing over and over.

So what makes the story interactive? You can sometimes send letters without clicking on everything, though ultimately this doesn't actually change the story.  You can also choose what order you reveal the information to yourself.  As the inkle blog says about the piece:
But do the choices affect the story? Yes. Of course they do. Partly because the choices are being remembered by the other data-collecting system in action during the game, which is the one that sits between your ears. And partly because you’re performing the act of choosing.  The indecision of the characters, expressed through your choices and changes, changes everything. It’s a little like the way an actor’s reading of a line in a play changes the way the scene is experienced. Each performance is different even though each telling is the same. A gripping play isn’t about control, but it isn’t passive either – it’s electrifying, because every second is alive with possibility. Drama arises from the space between one second and the next, quite regardless of whether we’re in a screwball comedy where anything can happen, or a tragedy where a bleak fate was prophesied in Scene One.
The story doesn't take too long to get through, and while I would have liked it to go a bit further into the results of the risky move our heroine Juliette made, I also would have found doing much more clicking to reveal the letter to get a little tedious.  Overall, I recommend checking it out.

Coherent Emergent Stories

My thesis project is moving forward, which I'm thrilled about. Here's a high-level abstract that summarizes the system I am working on.

Crafting satisfying narratives while preserving player freedom of action is a longstanding challenge for computer games. Many games use a quest structure, allowing players to experience content nonlinearly. However, this risks creating disjointed stories when side quests only minimally integrate with the main story. We propose a flexible, scene-based story system that reacts dynamically to the player’s actions.

In the proposed system, stories are defined within a graph where nodes represent scenes and edges represent causality. Nodes are tagged with information including possible locations for the scene, the plans or goals connected to the scene, and the agents and objects involved in the scene. At any time, the distance from the player’s current game state to nodes in the story graph is measured according to five dimensions of nonlinearity: time, space, causality, agents involved, and the player’s goal. The system will use the distance to determine what nodes should be available at any given time. Scenes will be modified dynamically according to when and where they ultimately take place, ensuring that each node has a narrative connection to its predecessors. This system allows for potentially connected stories driven by player action, leading to a more cohesive emergent story.

Are You Playing a Character, or Just Coaching Them?

Think of your favourite games that are about a particular character.  Do you actually play that character, or are you just the coach? That is, are you able to fully control that character and how he or she acts, or can you merely offer suggestions?  How does that change your game experience?

Coach Dayna

Coach Dayna / TheImageGroup

I hadn't really thought about games from this perspective before.  I recently learned about it on an older Brainy Gamer podcast on L.A. Noire.  Their discussion of the game lead to the idea that players weren't really controlling Cole Phelps in the traditional sense.  Often, Phelps would say something unexpected that was along the lines of what the player selected for Phelp's dialog, but not exactly the same.  Hence, the player was really coaching Phelps on what kinds of things to say, but couldn't know when and how well Phelps would take the advice.

At first, this concept of coaching sounds fairly frustrating.  Indeed, it seems that many players disliked the fact that they couldn't shape Phelps to their liking.  But in the case of L.A. Noire, it made some sense in the context of the story told and the futility of the noir genre.

I think the recent The Walking Dead game has a bit of a coaching feel as well.  When playing with my husband, I never felt like we had become one and the same as Lee.  Most of the time, the dialog seemed to match up well enough with what we chose, but sometimes even Lee, like Phelps, would surprise us as we played.  Once again I thought this approach worked well for this type of experience, which for me is closer to interactive cinema than traditional game.

What about games that allow you to indirectly control the characters? For instance, in Lemmings you don't control the creatures directly, but modify the world to shape how they act.  Although I think it would be possible to argue the player is coaching the Lemmings, I don't feel like this is quite in the same category as the above examples, where the player is closer to becoming the character they are coaching.

What games do you  know of that use the coaching style of character control? How well do you think they work?

Interactive Storytelling: Slides from CUSEC 2013

Here are my slides from yesterday's talk at CUSEC 2013.  There are normally embedded videos in the slides; this version links to the videos online instead.


Procedural Rhetoric and Theme in The Walking Dead

I've been thinking about procedural rhetoric and its relationship to a particular theme in a story. For example, a major theme in The Walking Dead is humanity: how do you maintain your humanity in such trying times, and how far are you willing to allow it to slip in order to survive?


How do the game’s mechanics support this theme? Most of the mechanics are superficial in their relationship to the story (i.e., classic point-and-click adventure style of interaction). But then there are the story choices. Many are dialog choices which don’t end up having much real impact in terms of story results, but some are black and white choices like whom to save.

These latter types of choices seem to fit more with the idea of procedural rhetoric. You are faced with a decision you have to make quickly and on the spot. Neither choice is good, and sometimes the outcome is essentially predetermined anyway in the sense that the zombies will kill no matter what. This reflects how it might feel in real life as well, when the adrenaline is pumping and you have only moments to react. Sometimes your actions feel futile, and often somebody has to die.

But I think these are really the only mechanics you could argue represent procedural rhetoric relevant to the humanity theme.

I want to figure out if there's a way to represent the theme more deeply in the game’s rules/mechanics.

SPOILER ALERT...

For example, one episode involves a farming family who we eventually learn are cannibals. They had decided to survive by eating flesh of people who were injured and going to die anyway, though they eventually rationalize eating even hardly injured people. How could the game reverse the roles so the player ends up doing something like that and actually feeling like it was the right choice despite the moral dilemma?

...END SPOILER

I want it to be more than just the story, even if the story can branch for these kinds of choices; I want the rules of the game to represent the theme better. I am not convinced the current setup of Walking Dead would be the best for this, given the style of mechanics, so what might?

Carleton Quest Now Available in the App Store

I celebrated New Year's by getting my first iPhone app into the App Store! It's a story-based QR code activity (currently but probably not permanently called Carleton Quest) intended to help new students at Carleton University learn their way around campus.


Students will be asked to visit various locations relevant to both their own faculties (such as their Dean's Office) and to all students (for instance, the services available at the library).  At each location, they have to scan a QR code in order to continue.  While there are free QR code scanners available, I wanted to create a self-contained app that allowed me to put certain constraints on what can be scanned when.  I wrote an engine that can dynamically read a game file and run whatever story you want.  The Carleton app includes a linear story as well as a few branching choices and two mini-scavenger hunts that allow you to choose what items you want to find.

The first version is complete, but not terribly fancy looking as of yet.  We're going to test it with new students who are starting at Carleton this week, and use their feedback to tweak the story and improve the app.  We're also planning on hiring a graphic designer to help jazz up the interface.  But the plain look is totally fine for now, since walking around campus and learning the layout is the important part, not what's on the screen.

(The 'we' in this case is the Student Experience Office and Communication Officer Mike Reynolds.  Everyone has been awesome to work with, and I'm looking forward to continuing with this mutually beneficial project!)

All in all, I'm quite pleased with how painless getting into the App Store ended up being, despite the horror stories and holiday shutdown.

Research Article About Me: Creating Compelling Computer Games

There's a nice story about my research on the Carleton website.  I'm particularly happy to see it because it hasn't been easy to figure out my exact thesis project, and it feels good to have finally found my path.
A team of Carleton researchers is trying to find out why so many computer games shy away from using nonlinear storytelling techniques – that is, techniques that help present stories out of chronological order. Traditional media like films and novels use all kinds of interesting nonlinear techniques, like those found in Run Lola Run, Groundhog Day and Memento. Many games tend to stick to fairly simple techniques like flashbacks, but more sophisticated approaches could result in more games with critically acclaimed stories.
Read the rest here!

The Zombie Game That's Not Really About Zombies

My brother got me a copy of The Walking Dead, which includes all five of the episodes that were previously released separately.  He said he got it for three reasons: he likes the associated TV show and wanted to borrow it later, it got great reviews, and it advertised a story that is tailored to the choices you make.  This last reason was quite thoughtful, given my interest in games and stories for my thesis!


We started playing right away, and have thus far completed two and a half episodes.  Two interesting observations I've made so far are how much like a game this game isn't, and how it's really not about the zombies.

I say it's not much like a game because there isn't a whole lot of gameplay.  It's said to be a point-and-click adventure game, and it does have many scenes that fit that genre.  But it also has many (many) cut scenes, and any time you have to "fight" a zombie, the buttons sequences demanded of you are pretty amateur compared to most shooter zombie games (which, to be honest, works perfectly well for me!).  There also isn't really any choice outside of the dialog options available to you - everything else is very constrained, right down to the camera angles.  The funny thing is that none of this bothers me at all because the story is so engrossing.

Which brings me to the point about the zombies.  Yes, the premise of the game is that zombies have taken over, making for extreme and dire conditions.  And yes, zombies make appearances, and you even have to fight them off once in a while.  But that isn't really the main point.  It's really about the dynamics of a group trying desperately to survive.  Of the lengths people will go to protect their families. Of the horrors you are suddenly willing to commit given the circumstances.  In other words, it's really about the story.

I think that this game could be a breakthrough.  Although I don't know for sure yet how much the story actually changes according to my choices, it does a great job of making me believe it changes a lot.  This seems to replace my need for gameplay freedom, and makes the many cut scenes interesting instead of boring.   The fact that the game won several awards, including Game of the Year, suggests that even many so-called hard core gamers must agree.  I think this is remarkable, given that The Walking Dead is really more of an interactive cinema experience than a game.

There is hope for the future of interactive storytelling!

Resources for Testing Game Story Ideas

I will soon be trying out simple nonlinear narrative ideas for my thesis research, and wanted to find (freely available) tools that will make doing so much easier.  Here are a few, some of which are great for beginners and non-programmers.  (Know of any other great tools? Let me know in the comments!)

inklewriter

 
If you want to create branching stories quickly and easily, this free graphical tool might just be for you.  It's not likely to be useful for me without access to its source code, but non-programmers should have some fun with it.

Ren'Py


This is how Ren'Py describes itself:
Ren'Py is a visual novel engine that helps you use words, images, and sounds to tell stories with the computer. These can be both visual novels and life simulation games. The easy to learn script language allows you to efficiently write large visual novels, while its Python scripting is enough for complex simulation games.
I like that beginners can use its simple scripting language to create interesting stories, and that I will be able to use Python to make more sophisticated games.  This is probably the first tool I'm going to download and try since it should be really fast to get going on the simplest of ideas.

Fabula


As per the Fabula website:
Fabula is an Open Source Python Game Engine suitable for adventure, role-playing and strategy games and digital interactive storytelling.  Fabula can be used as a library to develop your own games. As an alternative, you can use the Pygame-based graphical editor and the default game engine that come with fabula.
With this tool, you get into programmer's territory, but still get a lot for free.  I like that the engine was designed with storytelling in mind, and that like Ren'Py it uses Python, which should make it fairly easy to work with. I will likely give this one a try early on as well.

Orx



According to the Orx project site:
Orx is an open source, portable, lightweight, plugin-based, data-driven and extremely easy to use 2D-oriented game engine. It has been created to allow fast creation of games and prototypes.
The reason I include this project is because I think 2D is the way to go to test story ideas, and such an engine would make creating a 2D game much easier.  If the other tools aren't flexible enough to customize things as much as desired, then this might be the way to go (assuming you understand C/C++ programming).  I probably won't use this one right away since I don't need the power, but I have a feeling it could come in handy later on.