Design and Implementation of Character interaction based storytelling authoring tool

캐릭터 상호 작용 기반 스토리 텔링 저작 도구 설계 및 구현

  • Son, Young-Kyun (Department of Game Design and Development, Sangmyung University) ;
  • Kim, Seok-Kyoo (Department of Game Design and Development, Sangmyung University)
  • Received : 2018.03.02
  • Accepted : 2018.03.22
  • Published : 2018.03.31

Abstract

Each media has different storytelling and different features for each storytelling. Among them, Storytelling in a game is nonlinear, therefore differs from the storytelling in other media in that there are interactions that the user can intervene in the story. Storytelling like this, which by allowing the users to participate develops the story in various ways, is interactive storytelling. This type of storytelling enables the user to be immersed by letting them take part in the story. Nonlinear story provides freedom to users, but it is difficult to maintain consistency as the user's participation changes the story. Thus there have been many studies to adequately satisfy freedom and consistency, typically constrain based narrative method in games. However, this method is based on event driven storytelling which divides the story events by points. Therefore it is not suitable for character based storytelling which emphasizes characters. In this study, we will create not an event driven narrative method but a character interactive storytelling authoring tool and apply it to the game based on the story of "fairy and woodcutter" to test how the story continues, and if it is helpful in story making.

미디어는 각각 다른 특징을 가진 스토리텔링을 가지고있다. 그 중에서, 게임의 스토리텔링은 비선형적으로, 유저가 스토리에 개입할 수 있는 상호작용이 있다는 점에서 다른 매체의 스토리텔링과 다르다. 이렇듯 사용자가 스토리에 참여하여 다양하게 전개될 수 있는 스토리텔링을 인터랙티브 스토리텔링이라 한다. 이러한 스토리텔링은 사용자가 스토리에 참여함으로써 스토리에 더 깊은 몰입감을 느낄 수 있게 된다. 다만 이런 비선형적인 스토리는 사용자에게 자유도를 느낄 수 있게 하지만 사용자의 참여에 따라 스토리가 달라지기 때문에 스토리에 일관성을 유지하기 어렵다. 때문에 자유도와 일관성을 적절히 충족시키기 위해 많은 연구들이 있었으며, 대표적으로 게임에선 조건 기반 분기 서술방식을 이용하고 있다. 하지만 이런 방식은 스토리 속 사건을 분기에 따라 나누는 사건 중심의 스토리텔링을 기반으로 하기 때문에 캐릭터를 강조하기 위한 캐릭터 중심의 스토리텔링엔 맞지 않다. 본 연구에서는 사건 중심의 분기 서술 방식이 아닌 캐릭터 중심의 인터랙티브 스토리텔링 저작도구를 제작하고 동화 "선녀와 나무꾼"을 기반으로 한 게임에 적용해보아 스토리가 어떻게 이어지는지, 스토리 제작할 때 유용한지 실험할 것이다.

Keywords

Acknowledgement

Supported by : Sangmyung University

References

  1. Taesuk Kihl, "A Study on the Minimization of the Intervention Interface of the Interactive Fairy Tale Content", Journal of The Korean Society for Computer Game, Vol.29, No.3, pp.73-80, 2016.
  2. Charles, Fred, et al. "Planning formalisms and authoring in interactive storytelling." Fraunhofer IRB Verlag, 2003.
  3. Barros, Leandro Motta, and Soraia Raupp Musse. "Introducing narrative principles into planningbased interactive storytelling." Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology. ACM, 2005.
  4. Zagalo, Nelson, et al. "Inscape: Emotion expression and experience in an authoring environment." International Conference on Technologies for Interactive Digital Storytelling and Entertainment. Springer, Berlin, Heidelberg, 2006.
  5. Cheong, Yun-Gyung, et al. "Prism: A framework for authoring interactive narratives." Joint International Conference on Interactive Digital Storytelling. Springer, Berlin, Heidelberg, 2008.
  6. Seok-Kyoo Kim, "Programming Model for Interactive Storytelling", Doctoral thesis, Seoul University, 2010.
  7. Young Kyun Son, Seok Kyoo Kim. "Interactive storytelling narrative structure analysis and design : Character interaction based narrative structure" Journal of The Korean Society for Computer Game, Vol.30, No.2, pp.41-48, 2017.
  8. Choe, Ji Bum. "Comparative Study of Interactivity between Interactive Media Art and Computer Game." Journal of Korean Society of Media & Arts 9, NO.2, pp.69-81, 2011.
  9. Minhyung Lee, Sung Hyun Moon, Seokyoo Kim, Sangyong Han. "Control of NPC Behavior Using Constraints-based Story Generation System." Journal of The Korean Society for Computer Game 18, pp.81-88, 2009.
  10. Hyun-Ju Ryu, "Media and Narratives: from the Perspectives of Nonlinearity", THE NEW STUDIES OF ENGLISH LANGUAGE & LITERATURE, Vol.38, pp.59-72, 2007.
  11. F.Charles, M.Lozano, S. J. Mead, A.F. Bisquerra and M.Cavazza, "Planning formalisms and authoring in interactive storytelling", In Proceedings of TIDSE'03: Technologies for Interactive Digital Storytelling and Entertainment, pp.216-225, 2003.
  12. Medler, Ben, and Brian Magerko. "Scribe: A tool for authoring event driven interactive drama." International Conference on Technologies for Interactive Digital Storytelling and Entertainment. Springer, Berlin, Heidelberg, 2006.
  13. Kim Mi-Jin, Yoon Sun-Jung, "Game Storytelling System in View of Character-centered Standpoint," Journal of The Korean Society for Content, Vol.3, No.2, pp.416-422, 2005.
  14. Jeong-ran Song. Understand and practice storytelling. "The Literary Academy", 2006.
  15. Josiah Lebowitz, Chris Klug. Interactive Storytelling for Video Games: Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more. "Focal Press", 2011.
  16. Andrew Horton. Writing the Character Centered Screenplay. "University of California Press", 2000.