Hero's Journey
Via Chris Fairclough: INTO THE WOODS: A Practical Guide to the Hero’s Journey is an excellent essay about applying Joseph Campbells "Hero's Journey" concept to game development.
scheuring - 1. Jun, 23:09
Among the cast were Toby Gard, Game Designer for Crystal Dynamics and creator of Lara Croft; John Milius, the Hollywood screenwriter responsible for Apocalypse Now and Conan the Barbarian, who just had his first experience in games with the script for EA's Medal of Honor: European Assault; Joe Staten, Bungie Studios' Cinematics Director for both Halo and Halo 2, and Tim Schafer, founder of Double Fine, creator of Psychonauts and former LucasArts designer, who graced us with Grim Fandango, Full Throttle, Day of the Tentacle, and a good portion of the script for the original two Monkey Island games.Damn, I wish I could have been there to hear John Milius say:
"Drama is no different, in games or movies or whatever. You have to make your characters compelling and unpredictable."I expect to see more writers on stage with the engineers in the future. I expect progress.
"It's like acting," he says, "you have to know your characters."You heard it here first.
However, the designer cannot shape the dynamics or aesthetics directly - only the mechanics are available for manipulation.Not sure I agree. What if I substituted "dynamics" with "plot", and "aesthetics" with "character"?
Spectator = Actor
even in my dream! How bad is that? Premise
, MDA (PDF format) makes perfect sense. What I mean with Premise
can be written like this: Premise 1: Designer - creates -> Game <- consumes - Player
Premise
is:Premise 2: Actor <- acts on -> Actor
Creator
s, and a System
based on Premise 2 will have to be shown to perform the same function.I teach, because I do not believe in talent! Did you notice the titles? "System of the Method"? "Biomechanics Theory for Actors"? What? System? Method? Theory? Mechanics? Do you follow me? I say that it could be learned as accounting, plumming, driving!Do I think that my actors should learn something from this guy? Does a bear...?
Sorry, this is what I say...
Oh! I better say it all! I myself learned it all because I had no talent!
In fact, the talent would be an obsticle! No, no talent, please, none for soever! Nothing! That is what you really need to learn theatre! If you do have any talent, or even believe that you might have a talent -- do not read my books!So according to Anatoly, no talent is a requirement for an actor! Do you see now why I believe that the creators of AI actors should be over his books in swarms?
Creator
s in Interactive Storytelling: the "conundrum of interactive stories: if you are given the freedom to do what you want, how can a well-formed story be created?"Interaction = Conflict = Story
A specific peculiarity of the actor’s creativity (as opposed to the originality of the playwright, the theatre director or the other artists) is that the creative process is being conducted in front of the audience. As a result, the actor and the spectator are interposing a particular mutual relationship; specifically, the actor puts the spectator in the position of a sounding board, which reacts to every action upon his command. And vice versa - sensing his own resonator (the audience), the actor immediately reacts, by improvisation, to all the demands coming from the audience. Following a series of signs (noise, movement, laughter etc.), the actor must define the attitude of the audience towards the performance correctly.Can we write code that reacts to client input in the way described above?
We now ask the question, 'What will happen when a machine takes the part of A in this game?' Will the interrogator decide wrongly as often when the game is played like this as he does when the game is played between a man and a woman? These questions replace our original, 'Can machines think?'That's the
Actor
idea right there. So my Assumption #2 is actually Turing's:The most important thing in acting is honesty. If you can fake that, you've got it made.