Theory & Design of Games: Reflection Journal 6

This post is a little late and will be short. Fortunately for me many of the readings in AI techniques in games (El-Nasr, Mateas, M. and A. Stern, Szilas, and Cavazza) has been previously discussed in my survey paper last semester. The direct link is here.
The new reading was Cavazza, Aylett, Dautenhahn, et. Al. Interactive Storytelling in Virtual Environments: Building the Holodeck.
The only comment I have is does this approach for interactive storytelling make sense for the user(s)? It sounds like this system developed by Cavazza is developed– because it simply can, but how well does this paradigm mesh for users? What are ways we can evaluate this approach on existing methods for acting & inquiry.
This article to me is very broad and I’m not sure the 3 big questions are fully addressed:
- What is the role of an interactive story Director (offstage)
- What is a meaningful exchange with characters?
- What is object manipulation/action constraints on the system – how does it affect character goals?
After a while this approach feels more like a sandbox of features…where Cavazza is enacting Special Case not Systemic Design – I am not convinced there is enough support users will find this model of play enjoyable. In one of Cavazza’s later works modeled on situation comedy – the answer to me is still unclear. Where is user testing to support the creation of these features??
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