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End of an Era

(www.erasmatazz.com)
215 points marcusestes | 3 comments | | HN request time: 0.635s | source
1. tompark ◴[] No.44431062[source]
Chris Crawford's tools for interactive storytelling may have failed, but he was a huge inspiration for me in my game dev career, and I still harbor aspirations in "interactive storytelling" due to his influence.

I first attended CGDC in 1994. It was two years after his Dragon Speech (which I knew nothing about), but the highlight of the conference was his talk about the challenges of story-based games. The part I remember is how he modeled stories as branching trees with fan-out, foldback, tree-of-death, etc (he covers this in the "Architecture" chapter of this book "The Art of Interactive Design"). I didn't really follow Crawford's work on Erasmatron or later, but by the late 90's it sounded like his story model had changed from a tree to a graph network structure, like a finite state machine. While it was an improvement, I was a bit skeptical that this model was enough. Nevertheless, I spent a lot of time thinking about the problem. You see, he'd already infected me with his dream of interactive storytelling.

By the time I moved to California and took a job at EA/Maxis on The Sims 2.0 team, I had decided that true interactive storytelling (as I saw it) was not possible until game AI was sophisticated enough to enable autonomous NPC chatbots. So I put that dream aside while I pursued a career in software development.

Here we are, over a quarter of a century later, and that AI technology is here now. For those of us who have been waiting for this moment, it is almost miraculous. It might be the end of an era for Chris Crawford, but it is just the beginning of the AI-based interactive storytelling era.

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2. lordfrito ◴[] No.44433806[source]
In many ways Chris is ending things just as his dream is about to come to fruition. His vision was just 40 years ahead of the technology. If only he could stay engaged another 10 years. The best times are ahead of us
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3. cubefox ◴[] No.44433964[source]
A few months ago someone here reported on making text adventures with language models. If I remember correctly, a problem is that it is not trivial to control the AI in a way that players can't cheat on puzzles.