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	<title>Comments on: Some Joe Schmo Was First to Experience True Interactive Drama</title>
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	<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Grand Text Auto &#187; Playing it Safe</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-135515</link>
		<dc:creator>Grand Text Auto &#187; Playing it Safe</dc:creator>
		<pubDate>Tue, 06 Nov 2007 16:50:09 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-135515</guid>
		<description>[...] e&#8217;re hoping some players will forgive some imperfection in order to gain glimmers of experiencing true interactive drama in digital games, and be willing to pay for it.) 	 	 	 [...]</description>
		<content:encoded><![CDATA[<p>[...] e&#8217;re hoping some players will forgive some imperfection in order to gain glimmers of experiencing true interactive drama in digital games, and be willing to pay for it.) 	</p>
<p> [...]</p>
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		<title>By: Grand Text Auto &#187; Listening, Branching, Paths, Markup</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-112553</link>
		<dc:creator>Grand Text Auto &#187; Listening, Branching, Paths, Markup</dc:creator>
		<pubDate>Wed, 14 Mar 2007 21:57:21 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-112553</guid>
		<description>[...] ame developers to make games that listen to the player more, and suggests Groundhog Day or Truman Show type structures.  (btw, Wright&#8217;s comments about &#8220;story parsing [...]</description>
		<content:encoded><![CDATA[<p>[...] ame developers to make games that listen to the player more, and suggests Groundhog Day or Truman Show type structures.  (btw, Wright&#8217;s comments about &#8220;story parsing [...]</p>
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		<title>By: Ken</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-110123</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Tue, 27 Feb 2007 15:13:39 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-110123</guid>
		<description>We&#039;d love to meet with you, as well.  In addition to our current projects, we will be hosting the first annual Conference on Interactive Performance early in 2008.  There are details on the IPL website.

Cheers.</description>
		<content:encoded><![CDATA[<p>We&#8217;d love to meet with you, as well.  In addition to our current projects, we will be hosting the first annual Conference on Interactive Performance early in 2008.  There are details on the IPL website.</p>
<p>Cheers.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109939</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Mon, 26 Feb 2007 22:31:41 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109939</guid>
		<description>Very, very interesting!  This is the first I&#039;m hearing about your group.  Awesome.  I&#039;d like to visit you guys.

I&#039;ll read more and do a top level post about your group soon.

And, the year 2003 comes up again!

One response: Matt Gould in &lt;i&gt;Joe Schmo&lt;/i&gt; had license to change the story as well, he just didn&#039;t know he was in a story centered around him.  (It&#039;s true the directors / drama managers were trying to manipulate him into a certain story, but they had to re-plan when he went outside what they planned for.)</description>
		<content:encoded><![CDATA[<p>Very, very interesting!  This is the first I&#8217;m hearing about your group.  Awesome.  I&#8217;d like to visit you guys.</p>
<p>I&#8217;ll read more and do a top level post about your group soon.</p>
<p>And, the year 2003 comes up again!</p>
<p>One response: Matt Gould in <i>Joe Schmo</i> had license to change the story as well, he just didn&#8217;t know he was in a story centered around him.  (It&#8217;s true the directors / drama managers were trying to manipulate him into a certain story, but they had to re-plan when he went outside what they planned for.)</p>
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		<title>By: Ken</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109864</link>
		<dc:creator>Ken</dc:creator>
		<pubDate>Mon, 26 Feb 2007 16:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109864</guid>
		<description>The Interactive Performance Lab (&lt;a href=&quot;http://www.iplonline.org&quot;&gt;www.iplonline.org&lt;/a&gt;) at the University of Central Florida has been developing and producing interactive drama since 2003.  One of the forms is called Simu-Life, which is a fictional story set in real locations all over a city.  It is similar to a real life Truman Show, except that the non-actor participant is aware that he/she is in a story and is therefore empowered to enjoy the narrative and take control of it.  Whereas Joe Schmo was tricked into thinking the contest was real, Simu-Life participants are given license to change the story.  They do not know what will happen, but they can make decisions as they see fit and the production supports those choices.

The world is filled out by trained inter-actors who play characters in the story.  IPL inter-actors are trained in improvisation, dramatic acting, digital media, social psychology and story.  These people have the skills to create investment and confidence on the part of the participant such that he/she feels comfortable to take control of the story.  They are not guided in the moment by the director, but are allowed to improvise off of what the participant contributes.  This provides a dynamic element and the ability for the story to truly go anywhere immediately.  

There have been two Simu-lifes so far.  The first one was called The Game, and though the genre was similar to the Michael Douglas movie of the same name, it was a completely new story.  It was a mystery thriller in which the participant’s in-story girlfriend was kidnapped, his best friend was murdered and he exposed a plot to control an election.  The story was covertly captured by a separate team of technicians and later edited into a film record.

The second one was called The Voice (www.nextart.floridafilmfestival.com) and it featured two participants, both of whom thought the other was an inter-actor and it used the opening of the Florida Film Festival as one of the scenes.  The story centered around a reporter and a businessman whose new venture was being hidden from the public.  The Voice involved a fictional court trial and a fugitive from justice, and the story was carried almost live over the web, and also later turned into a documentary film.

These have not been done for a rich person but for free to willing participants.  The interesting thing is how the community around Orlando has come together to support this new form of art.  Businesses and city leaders have made these interactive dramas possible and are currently helping to make more happen.</description>
		<content:encoded><![CDATA[<p>The Interactive Performance Lab (<a href="http://www.iplonline.org">http://www.iplonline.org</a>) at the University of Central Florida has been developing and producing interactive drama since 2003.  One of the forms is called Simu-Life, which is a fictional story set in real locations all over a city.  It is similar to a real life Truman Show, except that the non-actor participant is aware that he/she is in a story and is therefore empowered to enjoy the narrative and take control of it.  Whereas Joe Schmo was tricked into thinking the contest was real, Simu-Life participants are given license to change the story.  They do not know what will happen, but they can make decisions as they see fit and the production supports those choices.</p>
<p>The world is filled out by trained inter-actors who play characters in the story.  IPL inter-actors are trained in improvisation, dramatic acting, digital media, social psychology and story.  These people have the skills to create investment and confidence on the part of the participant such that he/she feels comfortable to take control of the story.  They are not guided in the moment by the director, but are allowed to improvise off of what the participant contributes.  This provides a dynamic element and the ability for the story to truly go anywhere immediately.  </p>
<p>There have been two Simu-lifes so far.  The first one was called The Game, and though the genre was similar to the Michael Douglas movie of the same name, it was a completely new story.  It was a mystery thriller in which the participant’s in-story girlfriend was kidnapped, his best friend was murdered and he exposed a plot to control an election.  The story was covertly captured by a separate team of technicians and later edited into a film record.</p>
<p>The second one was called The Voice (www.nextart.floridafilmfestival.com) and it featured two participants, both of whom thought the other was an inter-actor and it used the opening of the Florida Film Festival as one of the scenes.  The story centered around a reporter and a businessman whose new venture was being hidden from the public.  The Voice involved a fictional court trial and a fugitive from justice, and the story was carried almost live over the web, and also later turned into a documentary film.</p>
<p>These have not been done for a rich person but for free to willing participants.  The interesting thing is how the community around Orlando has come together to support this new form of art.  Businesses and city leaders have made these interactive dramas possible and are currently helping to make more happen.</p>
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		<title>By: Jason Finley</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109508</link>
		<dc:creator>Jason Finley</dc:creator>
		<pubDate>Fri, 23 Feb 2007 05:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109508</guid>
		<description>Oh yeah, and I think some Alternate Reality Games (ARGs) have included interactive drama, right?
http://en.wikipedia.org/wiki/Alternate_reality_game

Didn&#039;t the ARG &quot;I Love Bees&quot; have a few lucky players interacting with live actors over the phone?  Maybe that was another game, but I think things like that have been done.  All told, I think interactive drama and ARGs are two closely related topics.  Perhaps one is a subset of the other?</description>
		<content:encoded><![CDATA[<p>Oh yeah, and I think some Alternate Reality Games (ARGs) have included interactive drama, right?<br />
<a href="http://en.wikipedia.org/wiki/Alternate_reality_game" rel="nofollow">http://en.wikipedia.org/wiki/Alternate_reality_game</a></p>
<p>Didn&#8217;t the ARG &#8220;I Love Bees&#8221; have a few lucky players interacting with live actors over the phone?  Maybe that was another game, but I think things like that have been done.  All told, I think interactive drama and ARGs are two closely related topics.  Perhaps one is a subset of the other?</p>
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		<title>By: Jason Finley</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109505</link>
		<dc:creator>Jason Finley</dc:creator>
		<pubDate>Fri, 23 Feb 2007 05:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109505</guid>
		<description>Fascinating thoughts &amp; discussion!  In addition to the Truman Show, another relevant movie is: The Game, starring Michael Douglas (1997): http://www.imdb.com/title/tt0119174/


Now, to rein in the acronyms for a minute:
LARP: Live Action Role Playing (game)
NPC: Non-Player Character
GM: Game Master (alternatively, Dungeon Master (DM) in Dungeons &amp; Dragons (D&amp;D))
MMO(G): Massively Multiplayer Online Game (also Massively Multiplayer Online Role-Playing Game (MMORPG))
ICT: Institute for Creative Technologies (at University of Southern California (USC))
CMU: Carnegie Mellon University

I was going to leave out AI, TV, and R&amp;D, but that may be a little short-sighted of me.  Aside from the issue of making assumptions about all the fellow humans who might read this today, what if this webpage, in near or total isolation, ends up in the hands of some  far-future alien anthropologist?  So, for completeness:
AI: artificial intelligence
TV: television
R&amp;D: research &amp; development

I personally strive to clarify (or even avoid) acronyms every chance I get, because being fast &amp; loose with them can needlessly obfuscate, especially when our (often implicit) assumptions about audience are violated.  Sure it may be redundant a lot of the time, but I&#039;d rather be redundant than misunderstood.</description>
		<content:encoded><![CDATA[<p>Fascinating thoughts &amp; discussion!  In addition to the Truman Show, another relevant movie is: The Game, starring Michael Douglas (1997): <a href="http://www.imdb.com/title/tt0119174/" rel="nofollow">http://www.imdb.com/title/tt0119174/</a></p>
<p>Now, to rein in the acronyms for a minute:<br />
LARP: Live Action Role Playing (game)<br />
NPC: Non-Player Character<br />
GM: Game Master (alternatively, Dungeon Master (DM) in Dungeons &amp; Dragons (D&amp;D))<br />
MMO(G): Massively Multiplayer Online Game (also Massively Multiplayer Online Role-Playing Game (MMORPG))<br />
ICT: Institute for Creative Technologies (at University of Southern California (USC))<br />
CMU: Carnegie Mellon University</p>
<p>I was going to leave out AI, TV, and R&amp;D, but that may be a little short-sighted of me.  Aside from the issue of making assumptions about all the fellow humans who might read this today, what if this webpage, in near or total isolation, ends up in the hands of some  far-future alien anthropologist?  So, for completeness:<br />
AI: artificial intelligence<br />
TV: television<br />
R&amp;D: research &amp; development</p>
<p>I personally strive to clarify (or even avoid) acronyms every chance I get, because being fast &amp; loose with them can needlessly obfuscate, especially when our (often implicit) assumptions about audience are violated.  Sure it may be redundant a lot of the time, but I&#8217;d rather be redundant than misunderstood.</p>
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		<title>By: Fox Harrell</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109056</link>
		<dc:creator>Fox Harrell</dc:creator>
		<pubDate>Tue, 20 Feb 2007 20:54:13 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109056</guid>
		<description>Those missions, and their fallout, were reported about on &quot;This American Life.&quot;  It&#039;s worth a listen:
Thislife.org
Mind Games
4/8/05
Episode 286</description>
		<content:encoded><![CDATA[<p>Those missions, and their fallout, were reported about on &#8220;This American Life.&#8221;  It&#8217;s worth a listen:<br />
Thislife.org<br />
Mind Games<br />
4/8/05<br />
Episode 286</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109053</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 20 Feb 2007 20:38:22 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109053</guid>
		<description>Ha, I searched among a bunch of missions, but by chance didn&#039;t click on those two.  They&#039;re great, thanks for pointing those out. 

Funny, they were done in 2003 and 2004, around the same time &lt;i&gt;Joe Schmo&lt;/i&gt; first aired.  2003 was a great year for interactive drama, it seems.  (We gave our first &lt;a href=&quot;http://www.gamesconference.org/digra2003/&quot; rel=&quot;nofollow&quot;&gt;public &lt;i&gt;Façade&lt;/i&gt; demo&lt;/a&gt; in late 2003 as well!)</description>
		<content:encoded><![CDATA[<p>Ha, I searched among a bunch of missions, but by chance didn&#8217;t click on those two.  They&#8217;re great, thanks for pointing those out. </p>
<p>Funny, they were done in 2003 and 2004, around the same time <i>Joe Schmo</i> first aired.  2003 was a great year for interactive drama, it seems.  (We gave our first <a href="http://www.gamesconference.org/digra2003/" rel="nofollow">public <i>Façade</i> demo</a> in late 2003 as well!)</p>
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		<title>By: Jeremy Penner</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-109045</link>
		<dc:creator>Jeremy Penner</dc:creator>
		<pubDate>Tue, 20 Feb 2007 19:46:25 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-109045</guid>
		<description>You&#039;d probably be interested in the &lt;a href=&quot;http://improveverywhere.com/mission_view.php?mission_id=34&quot; rel=&quot;nofollow&quot;&gt;Ted&#039;s Birthday&lt;/a&gt; and &lt;a href=&quot;http://improveverywhere.com/mission_view.php?mission_id=42&quot; rel=&quot;nofollow&quot;&gt;Best Gig Ever&lt;/a&gt; missions, then.</description>
		<content:encoded><![CDATA[<p>You&#8217;d probably be interested in the <a href="http://improveverywhere.com/mission_view.php?mission_id=34" rel="nofollow">Ted&#8217;s Birthday</a> and <a href="http://improveverywhere.com/mission_view.php?mission_id=42" rel="nofollow">Best Gig Ever</a> missions, then.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108492</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 16 Feb 2007 05:31:41 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108492</guid>
		<description>Aaron, ah yes, I had heard of Improv Everywhere once, but didn&#039;t remember who they were.  Great links, thanks!  (I&#039;m surprised they haven&#039;t tried a mission with a lot of people totally focused around one person.)

Andre, yeah, the more I think about it, the more I realize that my suggestion about multiplayer interactive drama = LARPs, when the number of human players is greater than, oh, 4 or 5.  With more than 4 or 5, you start to run into the same problems as LARPs / the attempts to do non-linear story in MMOs &#8212; you can&#039;t make everyone the star.  So, this multiplayer interactive drama idea probably would only work in mini-shards, or small subsets, of an online world, with only up to 4 to 5 human players, and dozens of NPCs.  If the AI were good enough, human players may wonder who is real and who isn&#039;t, upping the intensity of the drama with the (drama managed) NPCs.</description>
		<content:encoded><![CDATA[<p>Aaron, ah yes, I had heard of Improv Everywhere once, but didn&#8217;t remember who they were.  Great links, thanks!  (I&#8217;m surprised they haven&#8217;t tried a mission with a lot of people totally focused around one person.)</p>
<p>Andre, yeah, the more I think about it, the more I realize that my suggestion about multiplayer interactive drama = LARPs, when the number of human players is greater than, oh, 4 or 5.  With more than 4 or 5, you start to run into the same problems as LARPs / the attempts to do non-linear story in MMOs &mdash; you can&#8217;t make everyone the star.  So, this multiplayer interactive drama idea probably would only work in mini-shards, or small subsets, of an online world, with only up to 4 to 5 human players, and dozens of NPCs.  If the AI were good enough, human players may wonder who is real and who isn&#8217;t, upping the intensity of the drama with the (drama managed) NPCs.</p>
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		<title>By: andre</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108457</link>
		<dc:creator>andre</dc:creator>
		<pubDate>Thu, 15 Feb 2007 22:20:27 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108457</guid>
		<description>LARP having been brought up, there is a technique used in games where NPCs are thrown in amongst the players without their knowledge. After which, pre-organized events can occur (a random death, betrayal, any number of special effects) that make the players feel a lot more implicated. Blurring, or completely masking, the distinction between player and actor is a powerful tool since the player(s) will feel empathy towards their fellows, and more importantly, they will believe that apparently random events could occur to them when in fact it&#039;s all scripted.</description>
		<content:encoded><![CDATA[<p>LARP having been brought up, there is a technique used in games where NPCs are thrown in amongst the players without their knowledge. After which, pre-organized events can occur (a random death, betrayal, any number of special effects) that make the players feel a lot more implicated. Blurring, or completely masking, the distinction between player and actor is a powerful tool since the player(s) will feel empathy towards their fellows, and more importantly, they will believe that apparently random events could occur to them when in fact it&#8217;s all scripted.</p>
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		<title>By: Aaron Reed</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108450</link>
		<dc:creator>Aaron Reed</dc:creator>
		<pubDate>Thu, 15 Feb 2007 20:36:37 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108450</guid>
		<description>The group &lt;a href=&quot;http://www.improveverywhere.com/&quot; rel=&quot;nofollow&quot;&gt;Improv Everywhere&lt;/a&gt;, most famous for their annual &quot;riding the subway with no pants&quot; prank, also sometimes stages elaborate interactive mini-dramas for unsuspecting participants. Many of these are more like weird experiences than stories (like &lt;a href=&quot;http://www.improveverywhere.com/mission_view.php?mission_id=38&quot; rel=&quot;nofollow&quot;&gt;Anton Chekov speaking at Barnes &amp; Noble&lt;/a&gt; or a &lt;a href=&quot;http://www.improveverywhere.com/mission_view.php?mission_id=57&quot; rel=&quot;nofollow&quot;&gt;Best Buy gradually filling up with helpful employees&lt;/a&gt;), but some of their events have actual narrative arcs, such as the story of the &lt;a href=&quot;http://www.improveverywhere.com/mission_view.php?mission_id=49&quot; rel=&quot;nofollow&quot;&gt;matchmaking taxi cab driver&lt;/a&gt;. Interestingly, in this last case, the unsuspecting cab driver never found out he was the star of an elaborately choreographed interactive drama.</description>
		<content:encoded><![CDATA[<p>The group <a href="http://www.improveverywhere.com/" rel="nofollow">Improv Everywhere</a>, most famous for their annual &#8220;riding the subway with no pants&#8221; prank, also sometimes stages elaborate interactive mini-dramas for unsuspecting participants. Many of these are more like weird experiences than stories (like <a href="http://www.improveverywhere.com/mission_view.php?mission_id=38" rel="nofollow">Anton Chekov speaking at Barnes &amp; Noble</a> or a <a href="http://www.improveverywhere.com/mission_view.php?mission_id=57" rel="nofollow">Best Buy gradually filling up with helpful employees</a>), but some of their events have actual narrative arcs, such as the story of the <a href="http://www.improveverywhere.com/mission_view.php?mission_id=49" rel="nofollow">matchmaking taxi cab driver</a>. Interestingly, in this last case, the unsuspecting cab driver never found out he was the star of an elaborately choreographed interactive drama.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108382</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 14 Feb 2007 21:12:19 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108382</guid>
		<description>I don&#039;t want to harp on this being the &quot;first&quot; &quot;true&quot; interactive drama &#8212; specifically, true to the Holodeck-like form I laid out in the first half of the post &#8212; but I&#039;ll point out a few important differences between &lt;i&gt;Joe Schmo&lt;/i&gt; and table-top / live-action / one-on-one roleplaying that you mention:

&lt;i&gt;Joe Schmo&lt;/i&gt; was fully enacted &#8212; table-top is not, and one-on-one probably isn&#039;t;
&lt;i&gt;Joe Schmo&lt;/i&gt; is single player &#8212; live-action is not, table-top rarely is;
&lt;i&gt;Joe Schmo&lt;/i&gt; is drama managed &#8212; one-on-one is not, correct?;
the drama management itself in &lt;i&gt;Joe Schmo&lt;/i&gt; is taken to greater level than I suspect you&#039;ll find in live-action roleplaying (but table-top has surely achieved this);
the ratio of crew-to-player in &lt;i&gt;Joe Schmo&lt;/i&gt; is 20:1 or more, whereas table-top is usually around 1:5, live-action I&#039;d guess 1:2 at best, one-on-one is, well, 1:1, or 0:2.

The point is, &lt;i&gt;Joe Schmo&lt;/i&gt; takes the Holodeck vision much closer to its full realization than any past events I know of, and therefore I suspect Gould had an unprecedented experience.  This is also signficant to me since we&#039;re trying to build that form, in the digital medium &#8212; enacted, single-player, drama-managed, high crew-to-player ratio, minus the holograms.  (I couldn&#039;t fit all those descriptors in the title of the post. ;-)

Please let me know of any other events of a similar magnitude and form, that I&#039;m unaware of!  For example, I could imagine a case where some rich person hired an entire theater crew to give him/her such an experience.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t want to harp on this being the &#8220;first&#8221; &#8220;true&#8221; interactive drama &mdash; specifically, true to the Holodeck-like form I laid out in the first half of the post &mdash; but I&#8217;ll point out a few important differences between <i>Joe Schmo</i> and table-top / live-action / one-on-one roleplaying that you mention:</p>
<p><i>Joe Schmo</i> was fully enacted &mdash; table-top is not, and one-on-one probably isn&#8217;t;<br />
<i>Joe Schmo</i> is single player &mdash; live-action is not, table-top rarely is;<br />
<i>Joe Schmo</i> is drama managed &mdash; one-on-one is not, correct?;<br />
the drama management itself in <i>Joe Schmo</i> is taken to greater level than I suspect you&#8217;ll find in live-action roleplaying (but table-top has surely achieved this);<br />
the ratio of crew-to-player in <i>Joe Schmo</i> is 20:1 or more, whereas table-top is usually around 1:5, live-action I&#8217;d guess 1:2 at best, one-on-one is, well, 1:1, or 0:2.</p>
<p>The point is, <i>Joe Schmo</i> takes the Holodeck vision much closer to its full realization than any past events I know of, and therefore I suspect Gould had an unprecedented experience.  This is also signficant to me since we&#8217;re trying to build that form, in the digital medium &mdash; enacted, single-player, drama-managed, high crew-to-player ratio, minus the holograms.  (I couldn&#8217;t fit all those descriptors in the title of the post. ;-)</p>
<p>Please let me know of any other events of a similar magnitude and form, that I&#8217;m unaware of!  For example, I could imagine a case where some rich person hired an entire theater crew to give him/her such an experience.</p>
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		<title>By: erict</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108381</link>
		<dc:creator>erict</dc:creator>
		<pubDate>Wed, 14 Feb 2007 20:45:43 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108381</guid>
		<description>As someone who does a good bit of table-top roleplaying, LARPing and one-on-one roleplaying, both as a player and a &#039;drama manger&#039;, I can confirm that this is kind of old news. Any decent GM is surprised relatively freqently by the decisions of their player(s) and has to often revise, replan and improvise. This is true all of the forms of roleplaying I mention... it&#039;s only in badly designed LARPs that the players don&#039;t have a significant amount of story agency and thus cannot wildly surprise the GMs! That the writers were surprised by this suggests they didn&#039;t have enough (any?) experienced GMs on staff.

-E</description>
		<content:encoded><![CDATA[<p>As someone who does a good bit of table-top roleplaying, LARPing and one-on-one roleplaying, both as a player and a &#8216;drama manger&#8217;, I can confirm that this is kind of old news. Any decent GM is surprised relatively freqently by the decisions of their player(s) and has to often revise, replan and improvise. This is true all of the forms of roleplaying I mention&#8230; it&#8217;s only in badly designed LARPs that the players don&#8217;t have a significant amount of story agency and thus cannot wildly surprise the GMs! That the writers were surprised by this suggests they didn&#8217;t have enough (any?) experienced GMs on staff.</p>
<p>-E</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108365</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 14 Feb 2007 18:41:09 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108365</guid>
		<description>And, Mark&#039;s comment addresses Brian&#039;s question, vis-a-vis the &lt;i&gt;The Bus Station&lt;/i&gt; experiment&#039;s finding that interactive drama may be far less entertaining for an audience watching it, than for the player playing it.  The audience of &lt;i&gt;Joe Schmo&lt;/i&gt; was perhaps most entertained by the meta-voyerism of watching the drama managers and actors deal with the player.  But, even if Gould had never done anything unanticipated, I&#039;d suggest that the show would still have been entertaining to watch, because Gould was this nice guy put through enough uncomfortable situations &#8212; the same reasons for the best moments of &lt;i&gt;American Idol&lt;/i&gt;, witnessing intense emotion from nice people.

That said, these are tangential points, because for single-player digital interactive drama, there is no audience we are concerned about entertaining.  We only care about the player.</description>
		<content:encoded><![CDATA[<p>And, Mark&#8217;s comment addresses Brian&#8217;s question, vis-a-vis the <i>The Bus Station</i> experiment&#8217;s finding that interactive drama may be far less entertaining for an audience watching it, than for the player playing it.  The audience of <i>Joe Schmo</i> was perhaps most entertained by the meta-voyerism of watching the drama managers and actors deal with the player.  But, even if Gould had never done anything unanticipated, I&#8217;d suggest that the show would still have been entertaining to watch, because Gould was this nice guy put through enough uncomfortable situations &mdash; the same reasons for the best moments of <i>American Idol</i>, witnessing intense emotion from nice people.</p>
<p>That said, these are tangential points, because for single-player digital interactive drama, there is no audience we are concerned about entertaining.  We only care about the player.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108364</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 14 Feb 2007 18:14:43 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108364</guid>
		<description>Mark, I agree the most tension-filled and dramatic moments for the &lt;i&gt;TV audience/voyeurs&lt;/i&gt; were when Gould threw off the drama managers&#039; plans, forcing them and the actors had to somehow recover.  (Note, this concept of accomodating the player&#039;s deviance from a master plan for an interactive story closely mirrors the &lt;a href=&quot;http://people.ict.usc.edu/~riedl/&quot; rel=&quot;nofollow&quot;&gt;research&lt;/a&gt; Mark has been doing at ICT, that I contributed to last year; it hadn&#039;t occurred to me how closely related they were till now! Neat. :-)

But, from Gould&#039;s &lt;i&gt;(the player&#039;s)&lt;/i&gt; perspective, those moments were not the most dramatic; he was purposefully hidden from the turmoil he was causing behind the scenes.  I&#039;d argue that the carefully engineered moments &#8212; the successfully drama-managed events &#8212; like how Gould reacted very emotionally to Earl&#039;s (fake) heartfelt speech when being booted off the show, or when the Hutch bragged about sleeping with Dr. Pat, or when Molly&#039;s boyfriend makes a cameo appearance only to find her handcuffed to Gould in the hot tub, and of course the ending &#8212; were among the most intense for Gould.   (Note the bragging about Dr. Pat was an improvised event, since Gould had previously unexpectedly extracted himself from being Dr. Pat&#039;s roommate.)

It&#039;s true the &quot;game&quot; part of the show is scaffolded by (parodies of) reality TV contests.  But the core of the show&#039;s story and drama are the interpersonal tensions and conflicts between the people.  I could imagine coming up with some other reason for a group of people to stay in one location for a period of time, with various forces put on them to build tension and create drama.  Oh, like a dinner party, for example...

I&#039;ll be very interested to hear/read about the improv theater experiments at ICT, and what you&#039;re focusing on there!  Cool.</description>
		<content:encoded><![CDATA[<p>Mark, I agree the most tension-filled and dramatic moments for the <i>TV audience/voyeurs</i> were when Gould threw off the drama managers&#8217; plans, forcing them and the actors had to somehow recover.  (Note, this concept of accomodating the player&#8217;s deviance from a master plan for an interactive story closely mirrors the <a href="http://people.ict.usc.edu/~riedl/" rel="nofollow">research</a> Mark has been doing at ICT, that I contributed to last year; it hadn&#8217;t occurred to me how closely related they were till now! Neat. :-)</p>
<p>But, from Gould&#8217;s <i>(the player&#8217;s)</i> perspective, those moments were not the most dramatic; he was purposefully hidden from the turmoil he was causing behind the scenes.  I&#8217;d argue that the carefully engineered moments &mdash; the successfully drama-managed events &mdash; like how Gould reacted very emotionally to Earl&#8217;s (fake) heartfelt speech when being booted off the show, or when the Hutch bragged about sleeping with Dr. Pat, or when Molly&#8217;s boyfriend makes a cameo appearance only to find her handcuffed to Gould in the hot tub, and of course the ending &mdash; were among the most intense for Gould.   (Note the bragging about Dr. Pat was an improvised event, since Gould had previously unexpectedly extracted himself from being Dr. Pat&#8217;s roommate.)</p>
<p>It&#8217;s true the &#8220;game&#8221; part of the show is scaffolded by (parodies of) reality TV contests.  But the core of the show&#8217;s story and drama are the interpersonal tensions and conflicts between the people.  I could imagine coming up with some other reason for a group of people to stay in one location for a period of time, with various forces put on them to build tension and create drama.  Oh, like a dinner party, for example&#8230;</p>
<p>I&#8217;ll be very interested to hear/read about the improv theater experiments at ICT, and what you&#8217;re focusing on there!  Cool.</p>
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		<title>By: Mark Riedl</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108363</link>
		<dc:creator>Mark Riedl</dc:creator>
		<pubDate>Wed, 14 Feb 2007 17:31:28 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108363</guid>
		<description>At the ICT we briefly looked into the Joe Schmoe show to determine it&#039;s applicability as a real-world model of interactive narrative.  It is definitely fascinating to see instances where Gould throws off the producers&#039; master plan.  I think that, from the perspective of the audience, this is where the drama is derived.  I think there is also some insight to be gained into how the producers try to adapt.  From Gould&#039;s perspective, Gould also has a personal narrative arc as a contestant.  The reason we decided not to pursue Joe Schmoe very far is because the show is structured around competitions and we didn&#039;t feel that there was a concerted effort by the producers to coerce a compelling or coherent narrative for the audience or for Gould.  Perhaps others will come to a different conclusion.  It didn&#039;t quite fit our model of what an interactive narrative should be, although it may be highly suitable for more game-like applications.  Instead, the ICT is planning to run it&#039;s own improvisational theatre experiments where, hopefully, we can control for some of the variables that most interest us.</description>
		<content:encoded><![CDATA[<p>At the ICT we briefly looked into the Joe Schmoe show to determine it&#8217;s applicability as a real-world model of interactive narrative.  It is definitely fascinating to see instances where Gould throws off the producers&#8217; master plan.  I think that, from the perspective of the audience, this is where the drama is derived.  I think there is also some insight to be gained into how the producers try to adapt.  From Gould&#8217;s perspective, Gould also has a personal narrative arc as a contestant.  The reason we decided not to pursue Joe Schmoe very far is because the show is structured around competitions and we didn&#8217;t feel that there was a concerted effort by the producers to coerce a compelling or coherent narrative for the audience or for Gould.  Perhaps others will come to a different conclusion.  It didn&#8217;t quite fit our model of what an interactive narrative should be, although it may be highly suitable for more game-like applications.  Instead, the ICT is planning to run it&#8217;s own improvisational theatre experiments where, hopefully, we can control for some of the variables that most interest us.</p>
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		<title>By: Darius K.</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108342</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Wed, 14 Feb 2007 14:24:28 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108342</guid>
		<description>Andrew, point taken, although there is a genre of LARP called a Horde LARP which involves a small number of players (one to three, usually) going up against a &quot;horde&quot; of NPCs. The easiest kind of horde LARP to pull off is a zombie thriller, which is hardly interactive drama, but I&#039;ve heard of more sophisticated horde LARPs out there.</description>
		<content:encoded><![CDATA[<p>Andrew, point taken, although there is a genre of LARP called a Horde LARP which involves a small number of players (one to three, usually) going up against a &#8220;horde&#8221; of NPCs. The easiest kind of horde LARP to pull off is a zombie thriller, which is hardly interactive drama, but I&#8217;ve heard of more sophisticated horde LARPs out there.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108248</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 13 Feb 2007 21:20:55 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108248</guid>
		<description>Darius, LARPs and dinner theater aren&#039;t single player, and how often are they carefully drama managed?  And sometimes/often they offer little or no player agency.  In the case of &lt;i&gt;Joe Schmo&lt;/i&gt;, a crew of dozens focused on making an intense experience for &lt;i&gt;one guy&lt;/i&gt;.  (For the benefit of millions of others to watch as voyeurs, and advertisers to hawk their wares during commercial breaks.)  And Gould, it turns out, affected the plot more than anticipated, both moment-by-moment and long-term (local and global agency).  (The multiplayer idea I mentioned at the end of the post starts to overlap some with LARPs, true, but I was imagining a small group of players, closer to the ractor-staffed interactive dramas described in &lt;a href=&quot;http://en.wikipedia.org/wiki/The_Diamond_Age&quot;&gt;&lt;i&gt;The Diamond Age&lt;/i&gt;&lt;/a&gt;, which may not have been drama managed? I can&#039;t remember.)

Brian, good question; the plethora of women in bikinis probably helped a lot.  (&lt;i&gt;Joe Schmo&lt;/i&gt; was aired on Spike TV; warning, the rentable uncensored version gets a bit raunchy.)  But seriously, the show was much longer than &lt;i&gt;The Bus Station&lt;/i&gt;, with more plot twists and emotional build up.  And of course it was edited, filtering out the slow or boring parts.  But probably the biggest reason was that Gould himself was well-cast &#8212; a really nice guy, who won over everybody &#8212; and it was fascinating to watch him deal with being manipulated without his knowledge.</description>
		<content:encoded><![CDATA[<p>Darius, LARPs and dinner theater aren&#8217;t single player, and how often are they carefully drama managed?  And sometimes/often they offer little or no player agency.  In the case of <i>Joe Schmo</i>, a crew of dozens focused on making an intense experience for <i>one guy</i>.  (For the benefit of millions of others to watch as voyeurs, and advertisers to hawk their wares during commercial breaks.)  And Gould, it turns out, affected the plot more than anticipated, both moment-by-moment and long-term (local and global agency).  (The multiplayer idea I mentioned at the end of the post starts to overlap some with LARPs, true, but I was imagining a small group of players, closer to the ractor-staffed interactive dramas described in <a href="http://en.wikipedia.org/wiki/The_Diamond_Age"><i>The Diamond Age</i></a>, which may not have been drama managed? I can&#8217;t remember.)</p>
<p>Brian, good question; the plethora of women in bikinis probably helped a lot.  (<i>Joe Schmo</i> was aired on Spike TV; warning, the rentable uncensored version gets a bit raunchy.)  But seriously, the show was much longer than <i>The Bus Station</i>, with more plot twists and emotional build up.  And of course it was edited, filtering out the slow or boring parts.  But probably the biggest reason was that Gould himself was well-cast &mdash; a really nice guy, who won over everybody &mdash; and it was fascinating to watch him deal with being manipulated without his knowledge.</p>
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		<title>By: Darius K.</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108247</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Tue, 13 Feb 2007 21:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108247</guid>
		<description>I&#039;m gonna ask the obvious question: what about LARPing? I&#039;m pretty sure stuff like this has been pulled off in LARPs, or hell, maybe even dinner theatre. Just not on this scale.</description>
		<content:encoded><![CDATA[<p>I&#8217;m gonna ask the obvious question: what about LARPing? I&#8217;m pretty sure stuff like this has been pulled off in LARPs, or hell, maybe even dinner theatre. Just not on this scale.</p>
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		<title>By: Brian Magerko</title>
		<link>http://grandtextauto.org/2007/02/13/some-joe-schmo/comment-page-1/#comment-108245</link>
		<dc:creator>Brian Magerko</dc:creator>
		<pubDate>Tue, 13 Feb 2007 21:10:12 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1444#comment-108245</guid>
		<description>So, one of the findings of the Oz group was that watching The Bus Station was pretty boring compared to being involved in the scene on stage, which was really entertaining. Any sense on how this viewing experience differs and why it is compelling?

That having been asked, I’m ordering this video today. </description>
		<content:encoded><![CDATA[<p>So, one of the findings of the Oz group was that watching The Bus Station was pretty boring compared to being involved in the scene on stage, which was really entertaining. Any sense on how this viewing experience differs and why it is compelling?</p>
<p>That having been asked, I’m ordering this video today.</p>
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