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Chris Crawford's Nine Breakthroughs April 12, 2008 - by Ian Bogost Games industry curmudgeon and interactive storytelling proponent Chris Crawford spoke at the Game Developers Exchange conference here in Atlanta yesterday. As a part of the talk he explained the "Nine Breakthroughs" that were important to his work on Storytron. I recorded them here, after the jump. Chris Crawford's 9 Breakthroughs (1) People not Things (2) Always ask, "What does the user do?" (3) Focus on Verbs (4) A Toy Language for a Toy World Natural language on a computer would require reality as well. And reality is hard to get inside a computer. When you create software, you are creating a model universe -- a toy reality. If a toy reality fits, a toy language can fit. (5) Use an Inverse Parser A parser makes sense of language. An inverse parser does it in reverse: it starts with the language Start with "I" for example. There are only so many valid verbs in a context, so provide a menu. Choose "give," for example. If you give, you have to give some thing. Now present a menu of the valid objects to give. Now the only word that makes sense is who you are going to give it to. Another menu. That's an inverse parser. You don't have to know the language. It presents it when necessary. (6) Design the Language First First design the language, then the model, then a user interface that presents that model to the user. (7) Programmers are not Storytellers For verbs you have to be able to specify algorithms that define what they do. This creates a new problem, one that has really burned the game industry: programmers are not storytellers. If you want good storytelling, go to a pro. Real interactive storytelling about social reasoning requires an accessible tool, despite its inherent complexity. (8) Programming Story Requires a New Programming Language Sappho programming language designed for artists. Programmers will look at it and ask "how can I gain access to the defense department?" Sappho has strong, hard datatyping. No matter what you do, Sappho constrains numbers between -1 and 1. Actors are blue, numbers are red, stages are orange, props are magenta. The language gives you prompts that help you choose the right element. Syntax errors are impossible. You never type anything in: it's point and click. You build scripts with menus that only present legal options. There are no runtime errors: divide by zero? No problem. We invented a number for that. All calculations are segmented such that if a runtime error is generated, that calculation is "poisoned" and we're not going to deal with it. The options available to an actor may diminish, but the program continues running. (9) An Infrastructure Comment from Patrick Dugan on April 12, 2008
Man, I've been so close to the Storytron thing it's hard for me to get excited about it. It's been a few months away from being ready for like, three years. Seems like it anyway. I'm fairly confident that they are almost ready though, for real this time, having noted the milestones. Storytron may or may not be revolutionary in it's platform, but it is a great lesson for content creation platforms in general. I think it will find it's niche among them as well. I know of one dedicated to short form games (Mockingbird), one dedicated to virtual worlds (MetaPlace), one dedicated to serious games (TBA) and then there's Storytron, deddicated to storyworlds. Why not? I've got a post-mortem of serious game research done with Storytron coming out on SGS pretty soon, check it out. POST A COMMENT
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