Examining Support of Narrative Scripting for Serious Games

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Examining Support of Narrative Scripting for Serious Games EXAMINING SUPPORT OF NARRATIVE SCRIPTING FOR SERIOUS GAMES by Marty Kauhanen A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of MASTER OF COMPUTER SCIENCE School of Computer Science at CARLETON UNIVERSITY Ottawa, Ontario May, 2009 © Copyright by Marty Kauhanen, 2009 Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Library and Bibliotheque et 1*1 Archives Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington Ottawa ON K1A0N4 Ottawa ON K1A0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-52048-2 Our file Notre reference ISBN: 978-0-494-52048-2 NOTICE: AVIS: The author has granted a non­ L'auteur a accorde une licence non exclusive exclusive license allowing Library permettant a la Bibliotheque et Archives and Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par telecommunication ou par Nntemet, preter, telecommunication or on the Internet, distribuer et vendre des theses partout dans loan, distribute and sell theses le monde, a des fins commerciales ou autres, worldwide, for commercial or non­ sur support microforme, papier, electronique commercial purposes, in microform, et/ou autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriete du droit d'auteur ownership and moral rights in et des droits moraux qui protege cette these. this thesis. Neither the thesis Ni la these ni des extraits substantiels de nor substantial extracts from it celle-ci ne doivent etre imprimes ou autrement may be printed or otherwise reproduits sans son autorisation. reproduced without the author's permission. In compliance with the Canadian Conformement a la loi canadienne Privacy Act some supporting sur la protection de la vie privee, forms may have been removed quelques formulaires secondaires from this thesis. ont ete enleves de cette these. While these forms may be included Bien que ces formulaires in the document page count, aient inclus dans la pagination, their removal does not represent il n'y aura aucun contenu manquant. any loss of content from the thesis. i*I Canada Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. Table of Contents List of Tables vii List of Figures viii Abstract xi Acknowledgements xii Chapter 1 Introduction 1 1.1 Why Study Games? 2 1.1.1 Gamers are everywhere 2 1.1.2 Games are big business 3 1.1.3 Games axe not just for entertainment 4 1.2 What is Scripting? 4 1.3 The Plan 5 1.4 Contributions 5 1.5 Outline 7 Chapter 2 Background 8 2.1 Serious Games 8 2.2 Serious Game Development 11 2.3 Why Focus on the Narrative or Story? 13 2.4 Interactive Narratives 14 2.5 Ludic vs. Narrative Perspective in Games 15 2.6 Story Structure in Games 16 2.6.1 Gating the Story 16 2.6.2 Branching Story Structure 16 2.6.3 Branching Story Structure. Recombining Branches 16 2.6.4 Other branching structures 17 ii Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 2.6.5 Hypertext 17 2.6.6 Opinions in Literature 17 2.6.7 Autonomous Characters 17 2.7 Domain Specific Language 18 2.7.1 Definition 18 2.7.2 Advantages 19 2.7.3 Example: LabVIEW 19 2.8 Petri Nets and the PN-model 20 2.8.1 Petri Nets 21 2.8.2 PN-model 21 2.8.3 Do we need Petri Nets and PN-Models? 22 2.9 Conclusion 22 Chapter 3 Patterns for Game Scripting Tools 24 3.1 Introduction 24 3.2 Basis of a Pattern Language 25 3.3 Alexandrian Pattern Form 27 3.4 The Patterns 27 3.4.1 STORYTELLER'S CORNER 27 3.4.2 EVERYONE HAS A STORY TO TELL 28 3.4.3 TELL THE STORY IN YOUR OWN WORDS 30 3.4.4 BIND THE STORY 34 3.4.5 IT GOES SOMETHING LIKE THIS 35 3.4.6 ALL STORYTELLING IS RETELLING 38 3.4.7 TRADING STORIES 40 3.4.8 READ IT BACK TO ME 41 3.5 Conclusion 42 Chapter 4 Assessment of a Commercial Tool 44 4.1 Introduction 44 4.2 Research Goal 44 iii Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 4.3 The Commercial Game and Tool 45 4.4 Heuristic Evaluation 46 4.5 Cognitive Dimensions of Notations 48 4.5.1 Introduction 48 4.5.2 The Dimensions 49 4.5.3 The Activities 50 4.5.4 Activity Profiles and Workarounds 51 4.6 Study Setup 54 4.6.1 Select Task List 54 4.6.2 Select the Dimensions 55 4.7 Equipment 57 4.8 Procedure 57 4.9 The Neverwinter Nights Model 59 4.10 Neverwinter Nights Aurora Toolset 60 4.11 Results 61 4.11.1 PREMATURE COMMITEMENT 61 4.11.2 VISIBILITY 63 4.11.3 VISCOSITY 64 4.11.4 CONSISTENCY 66 4.11.5 PROGRESSIVE EVALUATION 67 4.11.6 HIDDEN DEPENDENCIES 74 4.11.7 CLOSENESS OF MAPPING 75 4.12 Analysis 75 4.13 Interpretation 78 4.14 Related Work 81 4.15 Future Work 82 4.16 Conclusion 82 Chapter 5 Observing Professional Game Developers 84 5.1 Introduction 84 iv Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 5.2 Research Goal 85 5.3 Contextual Design 85 5.3.1 Introduction 85 5.4 Equipment 86 5.5 Subjects and Workplace 87 5.6 Results 88 5.6.1 Pre-Interview Sessions 88 5.6.2 Contextual Interviews 88 5.6.3 Interpretation Notes 88 5.6.4 GameCompany's Game Architecture 91 5.7 Analysis: the Affinity Diagram 92 5.8 Interpretation: Wall Walk and Visioning 95 5.8.1 Key concerns 96 5.8.2 Ideas for internal software tools 96 5.9 Conclusion 97 Chapter 6 One Year Later at GameCompany 98 6.1 Introduction 98 6.2 Background 99 6.3 Goals of GameCompany 100 6.4 GameCompany's XML Code 102 6.5 The Conversion Tools 103 6.5.1 Content Creator 103 6.5.2 ContentConverter 104 6.6 Usability Study of the Content Creator 105 6.6.1 Method 105 6.6.2 Subject and Workplace 105 6.6.3 Procedure 105 6.6.4 Equipment Ill 6.6.5 Results Ill v Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. 6.6.6 Observations and Analysis 112 6.6.7 Interpretation Notes 116 6.7 Discussion 118 6.7.1 Usability of Conversion Tools 118 6.7.2 A Cognitive Ethnographical Study 120 6.8 Conclusion 122 Chapter 7 Conclusions 124 7.1 Summary 124 7.2 A model for supporting serious game scripting 125 7.2.1 PROVIDE AUTHORS WITH AN INTERACTIVE NARRATIVE TOOL 126 7.2.2 SUPPORT STORY BUILDING AND VISUALIZATION IN THE TOOL126 7.2.3 SUPPORT FREQUENT UPDATES AND TESTING 127 7.2.4 SUPPORT AUTOMATIC INTEGRATION OF THE NARRATIVE . 128 7.3 Our Contributions 128 7.4 Future Work 129 7.4.1 Map to an Underlying Model 130 7.4.2 Design Story-Specific Conversion Tools 130 Appendix A Observations from Cognitive Dimensions Analysis of the Aurora Toolset 132 Appendix B Full Affinity Diagram 135 Bibliography 146 vi Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. List of Tables Table 4.1 A Sample of Observational Notes by Dimension 58 4.2 Coded Observational Notes 78 6.1 Key concerns mapped to observations 1 year later at GameCom­ pany 122 A.l Uncoded Observational Notes 134 vii Reproduced with permission of the copyright owner. Further reproduction prohibited without permission. List of Figures Figure 2.1 Screenshot of America's Army website, showing a mix of game- related and real-life content 9 Figure 2.2 A screenshot of September 12, an example of a persuasive, se­ rious game 10 Figure 2.3 The title screen of the serious game, Darfur is Dying 11 Figure 2.4 Screenshot of game-play in the serious game, Food Force ... 12 Figure 2.5 Example of Deikto representation of a mugger threatening the user with a knife (right) and the user's possible actions (left) [23, 85] 19 Figure 2.6 Screenshot of LabVIEW from online tutorial [68] 20 Figure 2.7 Figure 1 from Hierarchical Petri Nets for Story Plots Featuring Virtual Humans [7] 21 Figure 3.1 The basis of a pattern language for design of end-user develop­ ment environments for scripting interactive narratives 25 Figure 3.2 A code snippet from the Inform 6 version of Cloak of Darkness, describing the behaviour of the velvet cloak object. This code is from the middle of the file 31 Figure 3.3 A second code snippet from Cloak of Darkness, written in In­ form 6. This snippet is located near the end of the file and is the code that instantiates the game-play. 32 Figure 3.4 A screenshot of Inform 7 showing the natural language 'source code' of the Cloak of Darkness [37] 33 Figure 3.5 Rule Example in Inform7 from Cloak of Darkness [37] .... 33 Figure 3.6 Rule Example in Inform6 from Cloak of Darkness [37] .... 33 Figure 3.7 The top portion of the first page of a pen-and-paper D&D Char­ acter Sheet [102] 37 Figure 3.8 Creature Properties screen from the Aurora Toolset 38 viii Reproduced with permission of the copyright owner.
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