Original Comment by: rt
I think it should be pointed out that the character-simulation approach of Facade and Storytron can't be looked at narrowly as a solution for storytelling, because stories are shaped, really, by their own medium. A poem, a song, a movie, and a game may all contain stories; but they are told in different ways and emphasize different elements. ("The book is better than the movie." vs. "I don't have time for the book, I'll watch the movie.") At present the only devices we have to tell the story in a game are to attach, with great effort, a movie to the game(or all too often a game to a movie), or to embed it into the rules and let the story be expressed through the events of play. The former is easier to visualize at a high-level that to actually implement, and vice-versa for the latter(the genius of games like Civ, Tetris, etc. certainly doesn't rest within the art assets or physics engine). But it should be noted that in all cases these stories have been based on some kind of authorial control, some statement or commentary.
To introduce character simulation means that random and non-meaningful events are likely to occur and dilute the power of the story. This already happens with our simplistic mainstream rulesets. It happens in Facade, and it will happen in Storytron. That, coupled with the fact that players know in advance that they are dealing with automatons and not real people, make me suspicious of the claims of the interactive dramaticians. What is the motive to follow the story? And how would it be different from what the pioneering of "cinematic games" did in the 1980s and early 90s? The ID technology makes it more *detailed*, but to avoid degeneration, it still has to follow some predictably chunky pathways. So all we seem to have done is replace the cutscene-actionscene pattern with a cutscene-talkscene pattern where you manipulate the other characters with your smooth emoting and you manage the resources of lies and betrayal. That's great, but it's window-dressing in the same way that car-chases and gunfights are window-dressing, wheras the good stuff, the real story stuff, is in the decision-making of each character - what they do and why they do it. That's the part that has to have some meaning; if it's too predictable and has too much closure, we lose interest. If it's too vague, we lose interest for different reasons. That's the part that seperates the great/successful artists from the imitators. It's great tech, but it's not a silver bullet and it's not a new market: this isn't a competition between "social" and "asocial" entertainment. It'll be absorbed by the game industry in some fashion. You'll get a new genre and the tech will be integrated in bits and pieces into the old genres, just as how, say, 3d and CD-ROM led to some new genres that got integrated incrementally into the old ones. People will profit, but it won't be blowing off doors. And if what I've seen and heard is any indication, it's a pretty labor-intensive thing to create an ID story even after the tech is there. Sounds like something developers should be avoiding where they can.
I sense far more power lying in the advancement of online, multiplayer social gaming. There is a genuinely new frontier lying in that, and most of it is still touched upon only by text-based interfaces. WoW is very successful, and Second Life is *interesting*, but the really good stuff is going to lie somewhere between "you're in OUR world now, follow the rules and have fun grinding" and "build whatever crazy shizzle you like. No there is no particular game here"