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	<title>Comments on: On the &#8216;Beauty of Emergent Gameplay&#8217;</title>
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	<link>http://grandtextauto.org/2004/03/08/on-the-beauty-of-emergent-gameplay/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: ian wilson</title>
		<link>http://grandtextauto.org/2004/03/08/on-the-beauty-of-emergent-gameplay/comment-page-1/#comment-936</link>
		<dc:creator>ian wilson</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
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		<description>I was chatting with the Head of AI at Lionhead, Richard Evans, today and invited him to drop by and perhaps post his views on this. I was sure he would also find the site very useful.



ian wilson</description>
		<content:encoded><![CDATA[<p>I was chatting with the Head of AI at Lionhead, Richard Evans, today and invited him to drop by and perhaps post his views on this. I was sure he would also find the site very useful.</p>
<p>ian wilson</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2004/03/08/on-the-beauty-of-emergent-gameplay/comment-page-1/#comment-937</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
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		<description>Thanks for letting Richard know about GTxA; it would be great to hear his thoughts.  (We&#039;ve had a bit of contact with the Lionhead folk in the past; Peter Molyneux was planning to be on an Interactive Story panel at Siggraph 2002 that Noah and I co-organized and participated in.  The head writer for B&amp;W (his name escapes me now) ended up taking Peter&#039;s place, due to scheduling issues.)



We have our own take on the question of the combination of AI, simulation and story, described in our GDC game design paper from last year, &lt;a href=&quot;http://www.quvu.net/interactivestory.net/papers/MateasSternGDC03.pdf&quot;&gt;&lt;i&gt;Fa&#231;ade:&lt;/i&gt; An Experiment in Building a Fully-Realized Interactive Drama&lt;/a&gt;, based on a similar CMU tech report.  It&#039;s a long paper; the meat of that particular argument is in the &#039;Approach and Motivation&#039; section in the beginning.



Also, for anyone new to GTxA, we&#039;ve addressed this issue in various previous posts over the past year; here&#039;s a &lt;a href=&quot;http://grandtextauto.org/archives/000251.html&quot;&gt;list of posts&lt;/a&gt;, a subset of which are about AI and narrative.
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		<content:encoded><![CDATA[<p>Thanks for letting Richard know about GTxA; it would be great to hear his thoughts.  (We&#8217;ve had a bit of contact with the Lionhead folk in the past; Peter Molyneux was planning to be on an Interactive Story panel at Siggraph 2002 that Noah and I co-organized and participated in.  The head writer for B&#038;W (his name escapes me now) ended up taking Peter&#8217;s place, due to scheduling issues.)</p>
<p>We have our own take on the question of the combination of AI, simulation and story, described in our GDC game design paper from last year, <a href="http://www.quvu.net/interactivestory.net/papers/MateasSternGDC03.pdf"><i>Fa&ccedil;ade:</i> An Experiment in Building a Fully-Realized Interactive Drama</a>, based on a similar CMU tech report.  It&#8217;s a long paper; the meat of that particular argument is in the &#8216;Approach and Motivation&#8217; section in the beginning.</p>
<p>Also, for anyone new to GTxA, we&#8217;ve addressed this issue in various previous posts over the past year; here&#8217;s a <a href="http://grandtextauto.org/archives/000251.html">list of posts</a>, a subset of which are about AI and narrative.</p>
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