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'I have a different kind of brain'-a script-centric approach to interactive narratives in games

机译:“我有一种不同的大脑”-以脚本为中心的游戏互动叙事方法

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摘要

In a computer game narrative, a user influences the ordering of events. To model this behaviour, game designers and writers need to use some kind of programming primitives. A computer game script will hence differ from, for instance, a movie screenplay in that traditional dialogue text is complemented with some textual or visual logic formalism. Not all groups involved in production of a game have a programming background and may therefore be unable to easily comprehend such formalisms. This paper presents a novel approach to game dialogue writing where traces from play-throughs are used as the core of the script. Alternative branches are identified and presented in relation to the main trace. The approach has been implemented in a tool that has been used successfully by three professional writers in mobile game production. The results indicate that this is a promising approach to enable non-programmers to work with interactive narratives.
机译:在计算机游戏的叙述中,用户会影响事件的顺序。要对此行为进行建模,游戏设计者和作家需要使用某种编程原语。因此,计算机游戏脚本与例如电影剧本将有所不同,因为传统的对话文本会辅以某种文本或视觉逻辑形式主义。并非所有参与游戏制作的团体都有编程背景,因此可能无法轻松理解此类形式主义。本文提出了一种新颖的游戏对话写作方法,其中以游戏过程的痕迹为脚本的核心。相对于主迹线,标识并显示了替代分支。该方法已在一种工具中实施,该工具已被三位专业作家成功用于手机游戏制作中。结果表明,这是使非程序员能够使用交互式叙述的一种有前途的方法。

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