Newsgroups: rec.arts.int-fiction
Path: gmd.de!ira.uka.de!howland.reston.ans.net!ux1.cso.uiuc.edu!bert.eecs.uic.edu!steiner
From: steiner@bert.eecs.uic.edu (Karl Steiner)
Subject: Re: IF and AI
Message-ID: <1993Apr21.153830.20734@bert.eecs.uic.edu>
Organization: University of Illinois at Chicago
Date: Wed, 21 Apr 1993 15:38:30 GMT
Lines: 49


>This, then, is what IF is missing, since the author cannot (or rather
>should not) dictate events to such a degree that they conform to an
>overall meaning and coherence. 
>...  
>Yes.  This is exactly it.

I disagree that IF should not try to manage some structure or 
coherence. While I haven't  seen any, I don't feel that it is 
impossible to have an IF that provides a large degree of  user freedom 
yet still maintains thematic integrity, structure and coherence. There 
are  two interactive experiences that I can think of that provide 
structure in a manner close  to the type I am imagining: 
Improvisational Theatre and Human Moderated Role Playing (as  opposed 
to computer games).

In the improvs I've seen, the actors have or are given characters and 
a scenario, and  possibly a loose plot to follow. While the actors are 
constantly introducing new  situations and plot elements, these are 
picked up or dropped by fellow actors based on  their anticipated 
humor, conformance to plotline, personal whim or whatever-- but this  
process has the effect of shaping and refining meaning and coherence 
and generally keeping  the proceedings close to the theme and shape 
set forth at the outset. On occasion I have  seen performances where 
the shape has not been defined, or where the actors have deviated  
significantly from the original premise, and these were less 
satisfying.

Similarly, in most of the role playing games I have observed or 
participated in, the game  master is responsible for shaping the 
course of the interactions. While the players are  free to choose 
whatever course of action they like, even straying outside of the  
originally envisioned scenario (or scenarios), a skilled game master 
must still manipulate  events into a satisfying structure for 
participants. Again, games where the players move  chaotically from 
encounter to encounter, hacking and slashing with no building drama or  
coherence have been the least enjoyable for the participants. Rather, 
games that have some  structure, however loose, have met with more 
player approval.

I am not advocating a dictatorial structure for IF. When I want an 
experience where the  author is in complete control, I read flat text. 
What I am suggesting is that it is  possible and perhaps desirable to 
have highly interactive situations that still conform to aflexible
structure, meaning or coherence, and that these situations can often be more 
satisfying  than unstructured simulations.

Karl Steiner  <steiner@bert.eecs.uic.edu>

