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Structuring Narrative Interaction: What We Can Learn from Heavy Rain

  • Huaxin Wei
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7069)

Abstract

Designing interactive narrative has been focused intensively on creating “smart” storytelling systems that react intelligently to players. Such systems, however, take a lot resource to develop and, as a result, rarely produce a full-scale narrative experience. This paper studies the structure of the interactive narrative game Heavy Rain and reveals some economic design strategies that address the problem.

Keywords

Heavy Rain interactive narrative narrative design 

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References

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    Mateas, M., Stern, A.: Writing Façade: A case study in procedural authorship. In: Harrigan, P., Wardrip-Fruin, N. (eds.) Second Person: Role-Playing and Story in Games and Playable Media, pp. 183–207. MIT Press, Cambridge (2007)Google Scholar
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    Seif El-Nasr, M.: Interaction, Narrative, and Drama: Creating an Adaptive Interactive Narrative Using Performance Arts Theories. Interaction Studies 8, 209–240 (2007)CrossRefGoogle Scholar
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    Riedl, M., Thue, D., Bulitko, V.: Game AI as Storytelling. In: Calero, P.A.G., Gómez-Martin, M.A. (eds.) Artificial Intelligence for Computer Games, pp. 125–150. Springer, Heidelberg (2011)CrossRefGoogle Scholar
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    Ryan, M.: Avatars of Story. University of Minnesota Press, Minneapolis (2006)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Huaxin Wei
    • 1
  1. 1.School of Interactive Arts and TechnologySimon Fraser UniversitySurreyCanada

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