This abstract was submitted to the UBC Canadian Game Studies Association 2008 Conference. We will see what happens to it…It is a slimmed down/ cleaned up design that focuses primarily on the participant lived expereince of Facade. This would become a preliminary step/reference point that a future study on process drama techniques would address.
A Phenomenological Study on User Affect for Façade
David Milam, Magy Seif El-Nasr, Ron Wakkary
Simon Fraser University
What is the player experience of the interactive drama game Façade and how is it informed by AI-based techniques in interactive entertainment?
The use of intelligent narrative technologies in computer games has received increased attention by developers and players through the release of several prototypes. The game Façade is one such example of how drama management, multi NPC management, and player interactivity results in stories that are dynamic and generative. Although many technical publications address in detail how Façade and similar system-architectures are developed, there has been little understanding of how the players themselves understand and internalize their experiences of the stories generated. As non-technical audiences have the opportunity to play and reflect on Façade, the authors explore in this phenomenological study the meaning that players ascribe to their experience. Phenomenological methods of inquiry based on Moustakas’s approach are used as a guide for analysis. Based on preliminary trials, core themes have emerged such as player strategies, feedback, and immersion. The experience of playing and replaying includes “ah-ha” moments and re-conceptualization of character. The paper will further analyze and validate these experiences. The essence of the players’ experiences will be discussed to shed light on their internalization of the narrative. The authors hope to highlight implications on player affect for current and future developments in AI-based techniques in interactive entertainment.
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