| Plot Automation | |
| Reprinted from | |
| The Journal of Computer Game Design | |
| Volume 5, Number 1, (October 1991): pages 10-12 | |
| Copyright 1991 by David Graves | |
| dag@hpsemc.cup.hp.com | |
| An automated playwright would allow interactive fiction plots to be developed | |
| on the fly in the player's computer. At first look, it seems impossible to | |
| develop software that could generate plot on the fly -- it seems the stuff of | |
| science fiction. The holodeck on Star Trek, for example, is a computer- | |
| controlled interactive fantasy that boasts of automated plot generation. One | |
| might think that the hardware and software technology required to achieve | |
| this goal are decades away. | |
| However, after having worked on plot automation for several years, I am | |
| convinced that the hardware and software technology required to develop an | |
| automated playwright exists today. Why then, don't we all have them in our | |
| games? One major limitation is our approach in writing interactive fiction. | |
| I'm not saying that the existing form of IF is wrong, but I do feel that | |
| there is room to extend the model for IF. After all, the IF genre has hardly | |
| changed since it first appeared in the mid-1970s. Traditional interactive | |
| fiction, for example, has been plagued by the "plot branch tree" concept -- | |
| few IF works have risen above this old paradigm. | |
| In addition to changing the model we use for IF, I propose that we need to | |
| extend our concept of story to make room for new modes of writing. I believe | |
| that even if we (the development community) had a working software playwright | |
| right now, we would be at a loss to develop story materials to feed into it. | |
| This article addresses the paradigm shift required to develop and use an | |
| automated playwright. Perhaps we can overcome some of the mental limitations | |
| which keep us from realizing an automated playwright in our published works. | |
| Why even bother developing an automated playwright? Interactive fiction | |
| attempts to draw the reader/participant closer, by allowing him some choices | |
| within the story. We have seen, though, how difficult it is for the IF | |
| author to relinquish control to the reader/player and still end up with an | |
| experience that tells a story. An automated playwright would bring new depth | |
| to our IF creations by fulfilling the will of the author in a place where he | |
| cannot be: within the home of reader as he experiences the story. | |
| This brings us to virtual reality, a newborn technology with much potential. | |
| I see some parallels with the beginnings of the computer game industry. | |
| Today, you can stand in a virtual environment and play catch with another | |
| person using a virtual ball. Doesn't that sound familiar? Will virtual | |
| reality be a bigger, better environment for PONG? We need to be pushing on | |
| plot automation right now, otherwise much of VR's potential will go untapped. | |
| What about using an automated playwright in our current product, right now in | |
| 1991? Clearly, works of interactive fiction that utilized plot automation | |
| would have a great increase in replayability. This would be tremendous | |
| "value added" for each dollar the buyer puts down. Modern IF works may have | |
| a rich interactive story, but they are typically a one-time experience. | |
| One more reason to work towards plot automation: because it's the natural | |
| next step in computer game evolution. Remember Aristotle's elements of | |
| drama? Starting at the bottom of the hierarchy, you have spectacle | |
| (everything that is seen), then music (everything that is heard), diction | |
| (the selection and arrangement of words), thought (the processes leading to | |
| choices and actions), character (patterns of choice; actionable attributes), | |
| and plot (combinations of incidents making the whole action). Early computer | |
| games allowed the player to manipulate objects in a physical world. The | |
| focus was on the lowest elements of drama. Later we could simulate thought: | |
| the computer opponent would make choices leading to action. In recent years | |
| we have seen the emergence of character in games. Artificial Personality | |
| supports the illusion that there is a character who shows recognizable | |
| patterns to his choices; that he has attributes of his personality that are | |
| revealed to us by his actions. This illusion is so intoxicating that we | |
| willingly suspend all disbelief that the character and situation is | |
| fictitious, and thus we are drawn in. The only step left in game evolution | |
| is to allow the participant to have an influence in the plot, while an | |
| automated playwright ensures that the combinations of incidents create a | |
| whole, well-formed action. When you look at it this way, the creation of the | |
| software playwright seems inevitable, doesn't it? | |
| To re-iterate, the accepted model for interactive fiction is preventing us | |
| from making progress towards plot automation. What, then, are the limiting | |
| concepts that we seem to be locked into? | |
| One: graphics depicting only physical world spectacle. This means that | |
| graphics are used to show you what the fantasy world looks like. | |
| Unfortunately, using graphics this way causes the plot to focus on the | |
| physical world. It becomes too easy for the story developer to focus on | |
| geography, because a fork in the road is the predominant example we see for | |
| decision trees in real life. This typically leads to a "travel resistance" | |
| plot. | |
| Two: plot as a decision tree. In a plot tree for most games today, there | |
| are failures at each of the "dead ends" of the tree. In early interactive | |
| fiction, the protagonist would die at one of these nodes. In our more | |
| enlightened times, the player does not necessarily die when he digresses from | |
| the "true path", but the plot dies. | |
| Three: viewing plot as a static construct. In traditional stories, the plot | |
| is static. It has to be: the media is static. Words on a printed page | |
| cannot change. Pick-a-path books allow us to make decisions, but the work | |
| itself is still static, so the experience very soon becomes insipid and | |
| uninteresting. Computer technology allows us to create works which are not | |
| static, but our concept of "story as a static construct" leads us to create | |
| interactive fiction in the form with which we are familiar. This leads to | |
| over-scripting in our interactive stories. Then we are stuck with writing a | |
| separate sub-story for each branch. Clearly, the IF author would have to | |
| write much more story than the traditional author, if a work of IF is to have | |
| significant variance in plot. | |
| Let's look at each of these concepts in the traditional paradigm and ask how | |
| we might make a shift in our thinking. First: graphics depicting thought | |
| and character. This would allow works of IF that focus on characterization | |
| and personality rather than focusing only on the physical world. Recall | |
| Aristotle's dramatic elements, with thought and character on the higher | |
| levels. While you cannot see "thought" in another person, their thoughts can | |
| be partially revealed to you by their face. Their expression, nuance of eye, | |
| lid, brow, jaw, and lip; each of these can provide a wealth of information, | |
| some of which may be conflicting or ambiguous. Similarly, you can gain | |
| insight into the "character" of a person by observing their expressions as | |
| they react to a situation. This is critical to the artistic advancement of | |
| our works. We cannot have a rich interpersonal fantasy experience in a world | |
| which depicts only objects in a physical world, or a world which treats the | |
| actors as objects to be manipulated. | |
| Next: releasing more control of the plot. At the heart of interactive | |
| fiction is interactivity. We present the player with choices, as a means to | |
| draw him into the story. The player gets great pleasure from these making | |
| choices. A skillful IF designer will give the player the illusion that he | |
| has tremendous freedom. However, it seems that we give the illusion of | |
| freedom to the player, then take it back again by using heavy scripting. In | |
| order to ensure that the player experiences the full emotional impact of the | |
| story, the author ensures that event A must precede event B. If we wish to | |
| give some freedom to the player, and not take that freedom back again via | |
| scripting, then we must release some of the control over the plot of the | |
| story. Plot trees are the perfect model for organizing a heavily scripted | |
| work of IF, so this suggests that if you wanted to create a work of IF that | |
| was not heavily scripted, then a plot tree would not be the best structure | |
| for organizing your story. I suggest that plot trees are useful as an | |
| intermediate step in the development of a work of interactive fiction, just | |
| as you would write an outline as a step in composing a paper. @From this | |
| tree, you would then develop a plot network. Now the player may have a | |
| number of plot experiences, rather than a single plot path. There will still | |
| be some plot events that must precede others, but there will be more freedom | |
| than before. | |
| However, a plot network is still a static construct. You can draw a diagram | |
| of it on a single piece of paper. It presents plot paths that the player may | |
| traverse, but the structure of the paths is itself static. When we look at a | |
| story this way, we are still seeing plot as data, and static data at that. | |
| If we could view plot as a process, rather than as data, then we could begin | |
| to rise above static plots. This is where the author begins to regain some | |
| control. Assuming that the author has released control over the strict | |
| sequence of events in a story, he can still influence the plot through the | |
| rules he defines for a given story's plot process. The author crafts the | |
| story by controlling it's content, not it's plot. She selects the scope of | |
| the theme and the overall "message" of the work, which are exposed through | |
| individual plot events. The process by which these "plot units" are | |
| assembled is defined by the author's rules. The rules are applied at run- | |
| time, in the player's computer, taking into account all that has taken place | |
| in the story's progress so far, which includes the choices made by the | |
| player. In effect, the player and the author write the work of IF together. | |
| So, if we are able to view plot as a process, rather than as a static | |
| construct, then we are freed from seeing plot as a sequence. Plot emerges | |
| from a broad set of plot potentials. These potentials are loosely defined in | |
| terms of plot units (which are static data), and plot rules (which can | |
| interact dynamically). To exploit the potential of interactive fiction, it | |
| is important to not nail things down. The nature of a specific plot is | |
| unknown to the player, just as it is unknown to the author. The ambiguity | |
| (in terms of the many variables and many rules) is what creates the | |
| opportunity for different experiences in the same "story" definition. The | |
| player gets to have a significant impact on the plot. The great increase in | |
| replayability is the icing on the cake. | |
| At this point it sounds like the automated playwright must be a huge program | |
| taking up vast resources. How can we program that, let alone fit it into a | |
| microcomputer? It turns out that the playwright does not need to make | |
| decisions about each detail that happens in the story. In fact, the | |
| playwright can sit back and watch the story go by tossing in a plot change | |
| once in each five to ten minutes. You can get a tremendous amount of plot | |
| springing forth from personality state. That's what Artificial Personality | |
| is designed to do. It is pretty much accepted that Artificial Personality is | |
| achievable today. Many story-games on the market show characters who can | |
| make simple plans and display simulated emotions. Thus, the playwright can | |
| focus entirely on high plot, since the Artificial Personality logic focuses | |
| on Aristotle's thought and character. You can even allow conflict between | |
| the playwright and the artificial personality logic, which will allow for the | |
| generation of interesting plot conflicts. This represents the philosophical | |
| argument of free will versus determinism. The playwright represents | |
| determinism; it wants to see the plot go in a limited number of directions. | |
| The Artificial Personality module represents the thought and character of | |
| each of the agents in the story; thoughts and patterns of choice which might | |
| be in conflict with each other, and in conflict with the playwright. This is | |
| alright, though. Conflict is at the center of drama. | |
| Okay, so if an artificial playwright existed now, how would people develop | |
| material for it? Here is my proposed process: Write a story. Turn it into | |
| a plot tree. (In traditional IF, you would be done with the design at this | |
| step). Cut up the tree, such that pieces can be reassembled in a variety of | |
| ways. You might develop a plot network as an intermediate step. Eventually, | |
| though, you remove most of the static paths connecting plot units, replacing | |
| them with rules that suggest how plot units might fit together. In a heavily | |
| scripted story, the plot units would fit together only one way. Speaking | |
| metaphorically, this is the equivalent of a jigsaw puzzle. In a loosely | |
| scripted story, the plot units would fit together in a variety of ways. This | |
| is the metaphorical equivalent of building blocks. Next, examine your set of | |
| plot units and plot rules, looking for "dead ends", and fill these in with | |
| additional plot pieces. It's important to do "path folding" so that a dead | |
| end leads you back into the productive mainstream of the story's theme. | |
| It is not technology that is keeping us from integrating the player's actions | |
| into a computer assembled plot. We are limited by the mindset we apply to | |
| this new area of opportunity. We cannot expect to move rapidly forward | |
| carrying the baggage of the traditional interactive fiction genre. By | |
| challenging our basic assumptions about the interactive fiction model, we can | |
| exploit new technologies such as plot automation. | |
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