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	<title>Game Design Ideas &#187; Story</title>
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	<description>Game Design, Artificial Intelligence, Complex Systems</description>
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		<title>Excel List of 101 &#8220;Emotioneering&#8221; Techniques</title>
		<link>http://www.gamedesignideas.com/video-games/summary-of-emotioneering-techniques.html</link>
		<comments>http://www.gamedesignideas.com/video-games/summary-of-emotioneering-techniques.html#comments</comments>
		<pubDate>Fri, 12 Mar 2010 00:30:05 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Story]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Emotioneering]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=279</guid>
		<description><![CDATA[Some time ago I gathered all of David Freeman's techniques from the excellent book Creating Emotion in Games: The Craft and Art of Emotioneering. Most of the techniques in the book are aimed at creating and guiding the emotions of players, and deepening the narrative experience of games. The book is a must-read for any game designer and writer, and the following list, though useful, does not do the beautiful samples of writing and illustration of the book justice. Nevertheless, I believe the list will give you a handy reference to check against your own stories and dialog.]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Morality in Games &#8211; The Developer’s Side of the Story</title>
		<link>http://www.gamedesignideas.com/video-games/morality-in-games-the-developer%e2%80%99s-side-of-the-story.html</link>
		<comments>http://www.gamedesignideas.com/video-games/morality-in-games-the-developer%e2%80%99s-side-of-the-story.html#comments</comments>
		<pubDate>Fri, 26 Feb 2010 01:11:07 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Story]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Moral Choice]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=126</guid>
		<description><![CDATA[Mass Effect 2 Moral Choice Dialogue

There’s been a lot of talk about Morality in games, and the argument boils down to two basic schools: One group think that developing a sense of morals is the ultimate goal of games, and even all arts, while the other group (and sadly, that’s the majority of developers) believe that morality is better left to other media, or maybe even best kept at a personal level, while creating “fun” should be the holy grail of games. I think I gave away my point of view right there: I believe that a great game will and should make the player a better person. In this article I will talk about the factors that have so far kept us from creating a coherent and deeply engaging morality system, and how we might be able to do better.]]></description>
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		<slash:comments>3</slash:comments>
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		<title>Interactive Storytelling and the Problem of Human Behavior Modeling</title>
		<link>http://www.gamedesignideas.com/video-games/story/interactive-storytelling-and-the-problem-of-human-behavior-modeling.html</link>
		<comments>http://www.gamedesignideas.com/video-games/story/interactive-storytelling-and-the-problem-of-human-behavior-modeling.html#comments</comments>
		<pubDate>Sat, 09 Jan 2010 19:51:55 +0000</pubDate>
		<dc:creator>Babak Kaveh</dc:creator>
				<category><![CDATA[Story]]></category>

		<guid isPermaLink="false">http://www.gamedesignideas.com/?p=141</guid>
		<description><![CDATA[Interactive storytelling has been a buzzword in many conferences on gaming lately, and we are to thank Chris Crawford for that. Unfortunately, despite some claims of developers of getting closer to that holy grail of interactivity, any effort in the right direction has been negligible, in part due to the vague definition of what the term “interactive storytelling” encapsulates. For example, it is obvious that there cannot be a story without “agents making intelligent choices”, i.e. if all our agents would make random decisions on their next actions, stories will not develop. On the other hand, how “intelligent” do our story characters really need to be? This is where opinions start to diverge greatly, and the answer really depends on the type of game wherein interactive storytelling is to be embedded.
In this article I will try to offer my view of what interactive storytelling is, how it ties into the modeling of human-like AI agents and discuss the three main approaches to human behavior modeling that are being researched nowadays.]]></description>
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