Creativity Support via Story Sifting
#notesFromTalk
Summary
- Narrative as a co-creative domain (humans and AI can work together) (co-creative design)
- studying communities of playful storytellers and what they need
- technology that supports human creators
- creativity is hard
- design decisions have far reaching ripple effects
- creativity space is vast
- evaluating creative work is hard
- easy to get writer's block
Why is design fun? Let’s find out and apply it to other things
Narrative design is a good example of the problems in design generally
supporting emergent narrative games
having strong character motivations is better for emergent narrative rather than random character motivations.
interactive narrative games need help:
- figuring out what comes next (actually nah, these games are good at hitting you with events)
- maintaining consistency
Threw some interns at Felt - language and found that they could use the language easily, but didn’t make programs that really caught all types of stories.
why are we like this - another tool that I didn’t fully understand
Questions
How does the strong character motivations affect Stellaris and Civ?
How did you choose the language for Felt?
In Felt, does the computer just create random stories and ask the player if they like that story?