Non-determinism in the narrative structure of video games

At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which ev...

Full description

Bibliographic Details
Main Author: Picucci, Marcello Arnaldo
Published: University of Newcastle upon Tyne 2015
Subjects:
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.686862
id ndltd-bl.uk-oai-ethos.bl.uk-686862
record_format oai_dc
spelling ndltd-bl.uk-oai-ethos.bl.uk-6868622017-10-04T03:17:00ZNon-determinism in the narrative structure of video gamesPicucci, Marcello Arnaldo2015At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular.794.8University of Newcastle upon Tynehttp://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.686862http://hdl.handle.net/10443/2964Electronic Thesis or Dissertation
collection NDLTD
sources NDLTD
topic 794.8
spellingShingle 794.8
Picucci, Marcello Arnaldo
Non-determinism in the narrative structure of video games
description At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular.
author Picucci, Marcello Arnaldo
author_facet Picucci, Marcello Arnaldo
author_sort Picucci, Marcello Arnaldo
title Non-determinism in the narrative structure of video games
title_short Non-determinism in the narrative structure of video games
title_full Non-determinism in the narrative structure of video games
title_fullStr Non-determinism in the narrative structure of video games
title_full_unstemmed Non-determinism in the narrative structure of video games
title_sort non-determinism in the narrative structure of video games
publisher University of Newcastle upon Tyne
publishDate 2015
url http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.686862
work_keys_str_mv AT picuccimarcelloarnaldo nondeterminisminthenarrativestructureofvideogames
_version_ 1718542865522491392