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	<title>Comments on: EP 8.6: Learning from Façade</title>
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	<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-224537</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Sun, 23 Mar 2008 20:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-224537</guid>
		<description>Yeah, that&#039;s pretty good...</description>
		<content:encoded><![CDATA[<p>Yeah, that&#8217;s pretty good&#8230;</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-224510</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Sun, 23 Mar 2008 19:21:02 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-224510</guid>
		<description>Maybe &quot;procedural script&quot; is an improvement?</description>
		<content:encoded><![CDATA[<p>Maybe &#8220;procedural script&#8221; is an improvement?</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-224087</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Sat, 22 Mar 2008 23:55:18 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-224087</guid>
		<description>True, &quot;content&quot; doesn&#039;t really work well &#8212; but I suppose I&#039;d prefer a bit of vagueness over a mischaracterization.  

Maybe &quot;structured content&quot;? 

Anyhow, since Noah does explicitly define what he means by &quot;script&quot;, if he leaves it as is, I can live with it.
</description>
		<content:encoded><![CDATA[<p>True, &#8220;content&#8221; doesn&#8217;t really work well &mdash; but I suppose I&#8217;d prefer a bit of vagueness over a mischaracterization.  </p>
<p>Maybe &#8220;structured content&#8221;? </p>
<p>Anyhow, since Noah does explicitly define what he means by &#8220;script&#8221;, if he leaves it as is, I can live with it.</p>
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		<title>By: nick</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-224069</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Sat, 22 Mar 2008 22:57:17 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-224069</guid>
		<description>Andrew, you write that &quot;content&quot; &quot;has a similar meaning to &#039;script&#039;, but without implying linearity in structure.&quot; But &quot;content&quot; implies to me that there is no structure at all - structure seems separate from content to me. I find it a rather vague word that reminds me of Web development, and which I try to avoid in that context and others. On the other hand, I don&#039;t have a better suggestion.</description>
		<content:encoded><![CDATA[<p>Andrew, you write that &#8220;content&#8221; &#8220;has a similar meaning to &#8216;script&#8217;, but without implying linearity in structure.&#8221; But &#8220;content&#8221; implies to me that there is no structure at all &#8211; structure seems separate from content to me. I find it a rather vague word that reminds me of Web development, and which I try to avoid in that context and others. On the other hand, I don&#8217;t have a better suggestion.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223750</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Sat, 22 Mar 2008 05:28:25 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223750</guid>
		<description>&quot;Content&quot; is the closest we came to an umbrella term for the authored pieces (drama management rules, beat goals, joint behaviors, handlers, and mix-ins).

For example, we titled a paper &quot;Structuring Content in the Façade  Interactive Drama Architecture&quot;.  By &quot;content&quot;, we mean the essentially same thing you do here as &quot;script&quot;.</description>
		<content:encoded><![CDATA[<p>&#8220;Content&#8221; is the closest we came to an umbrella term for the authored pieces (drama management rules, beat goals, joint behaviors, handlers, and mix-ins).</p>
<p>For example, we titled a paper &#8220;Structuring Content in the Façade  Interactive Drama Architecture&#8221;.  By &#8220;content&#8221;, we mean the essentially same thing you do here as &#8220;script&#8221;.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223743</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Sat, 22 Mar 2008 05:20:04 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223743</guid>
		<description>Hmm... I guess the issue is that I&#039;m looking for a term that communicates &quot;thing that specifies what characters say and do.&quot; I think that &quot;script&quot; has some linearity baggage, but it comes pretty close to communicating the concept. &quot;Narrative content&quot; feels a lot more ambiguous to me. But maybe it&#039;s not so important that people know what the term means before I explain it.

Pursing this different approach, did you and Michael have any internal terminology that might be useful here? I could just call it &quot;mintly&quot; -- or something else that has no baggage -- if I was adopting a term with some prior connection to Facade itself.</description>
		<content:encoded><![CDATA[<p>Hmm&#8230; I guess the issue is that I&#8217;m looking for a term that communicates &#8220;thing that specifies what characters say and do.&#8221; I think that &#8220;script&#8221; has some linearity baggage, but it comes pretty close to communicating the concept. &#8220;Narrative content&#8221; feels a lot more ambiguous to me. But maybe it&#8217;s not so important that people know what the term means before I explain it.</p>
<p>Pursing this different approach, did you and Michael have any internal terminology that might be useful here? I could just call it &#8220;mintly&#8221; &#8212; or something else that has no baggage &#8212; if I was adopting a term with some prior connection to Facade itself.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223729</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Sat, 22 Mar 2008 04:35:05 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223729</guid>
		<description>The more I think about it, the more I think there has got to be a better term than &quot;script&quot; here.

Something like &quot;narrative content&quot; might work.  It has a similar meaning to &quot;script&quot;, but without implying linearity in structure.  

If I may be so bold, I&#039;ll take the liberty to illustrate how this term would look in your text, to help us get a feel for it.  These are just suggestions, please ignore if inappropriate.

From section 8.5 paragraph 16:
&quot;One can see this clearly by looking at Façade’s narrative content.&quot;

8.5, Paragraph 23:
&quot;While character behavior in Façade is largely driven by narrative content, it doesn’t feel as though it takes place in a series of scripted segments, but rather as a continuity.&quot;

Section 8.6, paragraph 13:
The SimCity effect is one way to build the experience of agency. Façade’s narrative content demonstrates another.

Etc.  </description>
		<content:encoded><![CDATA[<p>The more I think about it, the more I think there has got to be a better term than &#8220;script&#8221; here.</p>
<p>Something like &#8220;narrative content&#8221; might work.  It has a similar meaning to &#8220;script&#8221;, but without implying linearity in structure.  </p>
<p>If I may be so bold, I&#8217;ll take the liberty to illustrate how this term would look in your text, to help us get a feel for it.  These are just suggestions, please ignore if inappropriate.</p>
<p>From section 8.5 paragraph 16:<br />
&#8220;One can see this clearly by looking at Façade’s narrative content.&#8221;</p>
<p>8.5, Paragraph 23:<br />
&#8220;While character behavior in Façade is largely driven by narrative content, it doesn’t feel as though it takes place in a series of scripted segments, but rather as a continuity.&#8221;</p>
<p>Section 8.6, paragraph 13:<br />
The SimCity effect is one way to build the experience of agency. Façade’s narrative content demonstrates another.</p>
<p>Etc.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223326</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 21 Mar 2008 06:49:34 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223326</guid>
		<description>I can&#039;t think of a place where someone has tried to break down the distinction between &quot;emergent&quot; and &quot;generative&quot; &#8212; I think there are nuanced differences &#8212; and I thought your various analyses here could be an opportunity and a great place to do it.

But no, I don&#039;t think it&#039;s particularly necessary or terribly important to do so.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t think of a place where someone has tried to break down the distinction between &#8220;emergent&#8221; and &#8220;generative&#8221; &mdash; I think there are nuanced differences &mdash; and I thought your various analyses here could be an opportunity and a great place to do it.</p>
<p>But no, I don&#8217;t think it&#8217;s particularly necessary or terribly important to do so.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223324</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 21 Mar 2008 06:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223324</guid>
		<description>No, your analysis has good critique in it; but as Ian suggests, there&#039;s even further one could go with it, if desired.  I don&#039;t think you&#039;ve done too little though.</description>
		<content:encoded><![CDATA[<p>No, your analysis has good critique in it; but as Ian suggests, there&#8217;s even further one could go with it, if desired.  I don&#8217;t think you&#8217;ve done too little though.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-223321</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 21 Mar 2008 06:40:22 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-223321</guid>
		<description>&quot;Dynamic script&quot; is kind of vague, and starts to imply something else than what you really mean here &#8212; as if it was a traditional dramatic script with variation/branches in it.

Maybe &quot;dynamic content&quot;?

I don&#039;t know, there may not be a perfect solution here.  You do define your use of the term &quot;script&quot;, so that helps...

Hey -- how about &quot;goodies&quot; ?  ;-)</description>
		<content:encoded><![CDATA[<p>&#8220;Dynamic script&#8221; is kind of vague, and starts to imply something else than what you really mean here &mdash; as if it was a traditional dramatic script with variation/branches in it.</p>
<p>Maybe &#8220;dynamic content&#8221;?</p>
<p>I don&#8217;t know, there may not be a perfect solution here.  You do define your use of the term &#8220;script&#8221;, so that helps&#8230;</p>
<p>Hey &#8212; how about &#8220;goodies&#8221; ?  ;-)</p>
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		<title>By: Mark</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222945</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Thu, 20 Mar 2008 12:57:42 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222945</guid>
		<description>I&#039;m not sure if the analogy would be helpful or muddling, but it reminds me a bit of the back and forth in computer animation (the graphics stuff, not character-related per se) between faithful physical simulation and &quot;cheating&quot; with e.g. keyframes and artificial forces. For example, you could try as faithfully as possible to simulate what smoke dispersion looks like... but on the other hand you might want the smoke to curl just so at 53 seconds in, and the chances of setting things up so that just happens are slim. So instead you usually end up doing some combination of faithful internal simulation and &quot;cheating&quot; external imposition.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if the analogy would be helpful or muddling, but it reminds me a bit of the back and forth in computer animation (the graphics stuff, not character-related per se) between faithful physical simulation and &#8220;cheating&#8221; with e.g. keyframes and artificial forces. For example, you could try as faithfully as possible to simulate what smoke dispersion looks like&#8230; but on the other hand you might want the smoke to curl just so at 53 seconds in, and the chances of setting things up so that just happens are slim. So instead you usually end up doing some combination of faithful internal simulation and &#8220;cheating&#8221; external imposition.</p>
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		<title>By: Ian Bogost</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222358</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Wed, 19 Mar 2008 17:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222358</guid>
		<description>Noah, yes I think it&#039;s not working, at least not satisfactorily. I&#039;m about to post a long comment in this regard on the new &quot;meta&quot; post, so maybe we can continue this there.</description>
		<content:encoded><![CDATA[<p>Noah, yes I think it&#8217;s not working, at least not satisfactorily. I&#8217;m about to post a long comment in this regard on the new &#8220;meta&#8221; post, so maybe we can continue this there.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222341</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 19 Mar 2008 16:16:10 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222341</guid>
		<description>Ian, I&#039;m not sure I understand. Yes, I could have written an entire chapter on Facade -- or Minstrel, or The Sims, or Knights of the Old Republic, or Abelson&#039;s ideology machine, or many other systems that currently are only discussed for the length of a section. Why is it particularly disturbing that I didn&#039;t write a whole chapter on Facade?

As for the main argument, that&#039;s an interesting issue. One part of my main argument -- that we need to pay attention to how digital media systems operate, not just what they look like from the outside -- I&#039;m pretty much treating as established by this part of the manuscript. But I could return to it here. Another part of the argument -- that the Eliza, Tale-Spin, and SimCity effects are useful for thinking about the relationship between system processes and audience experiences -- is explicitly what I&#039;m trying to connect to in this section. I guess it&#039;s not working?</description>
		<content:encoded><![CDATA[<p>Ian, I&#8217;m not sure I understand. Yes, I could have written an entire chapter on Facade &#8212; or Minstrel, or The Sims, or Knights of the Old Republic, or Abelson&#8217;s ideology machine, or many other systems that currently are only discussed for the length of a section. Why is it particularly disturbing that I didn&#8217;t write a whole chapter on Facade?</p>
<p>As for the main argument, that&#8217;s an interesting issue. One part of my main argument &#8212; that we need to pay attention to how digital media systems operate, not just what they look like from the outside &#8212; I&#8217;m pretty much treating as established by this part of the manuscript. But I could return to it here. Another part of the argument &#8212; that the Eliza, Tale-Spin, and SimCity effects are useful for thinking about the relationship between system processes and audience experiences &#8212; is explicitly what I&#8217;m trying to connect to in this section. I guess it&#8217;s not working?</p>
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		<title>By: Ian Bogost</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222328</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Wed, 19 Mar 2008 15:52:15 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222328</guid>
		<description>I agree that the successes and failures of Façade are much more complex than those of Eliza. But I&#039;m not sure why that&#039;s an excuse not to discuss them in greater detail? 

Maybe what I&#039;m looking for is actually not related to Façade, but only pointed to by the queasiness I&#039;ve been expressing here: I&#039;m not finding enough signposts and revisits of the throughline of your main argument in the different chapters. What do you think?</description>
		<content:encoded><![CDATA[<p>I agree that the successes and failures of Façade are much more complex than those of Eliza. But I&#8217;m not sure why that&#8217;s an excuse not to discuss them in greater detail? </p>
<p>Maybe what I&#8217;m looking for is actually not related to Façade, but only pointed to by the queasiness I&#8217;ve been expressing here: I&#8217;m not finding enough signposts and revisits of the throughline of your main argument in the different chapters. What do you think?</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222022</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 19 Mar 2008 03:57:14 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222022</guid>
		<description>Andrew, in the discussion of &lt;i&gt;Universe&lt;/i&gt; I didn&#039;t mean to draw a distinction between the ideas of &quot;generated&quot; and &quot;emergent&quot; in my discussion of system flexibility. Instead, I was basically previewing some of my discussion of &lt;i&gt;Brutus,&lt;/i&gt; which turns out (in my examination, at any rate) to mostly be an elaborate way of breaking up an entirely predictable, hand-coded story into pieces for the system to reassemble into the same shape every time. 

I think it might be interesting to draw another distinction, between sorts of systems that are flexible enough to assemble stories into different shapes, but I haven&#039;t done that here. Do you think it&#039;s important that I do so in the book? If so, I might have to add another example, or take one of my existing examples in a significantly different direction.</description>
		<content:encoded><![CDATA[<p>Andrew, in the discussion of <i>Universe</i> I didn&#8217;t mean to draw a distinction between the ideas of &#8220;generated&#8221; and &#8220;emergent&#8221; in my discussion of system flexibility. Instead, I was basically previewing some of my discussion of <i>Brutus,</i> which turns out (in my examination, at any rate) to mostly be an elaborate way of breaking up an entirely predictable, hand-coded story into pieces for the system to reassemble into the same shape every time. </p>
<p>I think it might be interesting to draw another distinction, between sorts of systems that are flexible enough to assemble stories into different shapes, but I haven&#8217;t done that here. Do you think it&#8217;s important that I do so in the book? If so, I might have to add another example, or take one of my existing examples in a significantly different direction.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222013</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 19 Mar 2008 03:49:26 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222013</guid>
		<description>Richard, you&#039;re completely right. This reads in a way that, actually, doesn&#039;t make sense. What I mean to say is that Facade disposes of a sort of ideology of constructing digital characters as compartmentalized from one another and the broader system -- an ideology that was often compromised in practice, but with a sort of embarrassment about it. 

I need to rewrite this to make clear that the uses of autonomy and coordination should really be design decisions, rather than something we assume there&#039;s a &quot;right&quot; way to do from the outset.

And, of course, I should probably also note that people were, before Facade, perfectly happy to do character coordination in projects that grew out of an animation tradition (e.g., Improv, if memory serves) rather than an AI tradition.</description>
		<content:encoded><![CDATA[<p>Richard, you&#8217;re completely right. This reads in a way that, actually, doesn&#8217;t make sense. What I mean to say is that Facade disposes of a sort of ideology of constructing digital characters as compartmentalized from one another and the broader system &#8212; an ideology that was often compromised in practice, but with a sort of embarrassment about it. </p>
<p>I need to rewrite this to make clear that the uses of autonomy and coordination should really be design decisions, rather than something we assume there&#8217;s a &#8220;right&#8221; way to do from the outset.</p>
<p>And, of course, I should probably also note that people were, before Facade, perfectly happy to do character coordination in projects that grew out of an animation tradition (e.g., Improv, if memory serves) rather than an AI tradition.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222011</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 19 Mar 2008 03:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222011</guid>
		<description>Ian, you&#039;re absolutely right that Facade comes off differently from Eliza. But I think the reason for that is that I&#039;m focusing on the relationship between underlying process and audience experience. For Eliza that relationship results in a relatively limited boom/bust. For Facade it&#039;s a lot more complex. I think I try to point to the problematic aspects (e.g., NLU failure), the successful aspects (e.g., the script structure), and what I might call &quot;revealing&quot; aspects (e.g., how the experience keeps going even in the absence of playing along, as with the zombie transcript). Or, at least that&#039;s what I think I&#039;m doing. Does it read like I&#039;m giving a pass?

Andrew, I&#039;m glad you think the drawing of relationships between systems is working. I know you&#039;ve been quite critical of Facade in some postmortem-style discussions. So maybe I can ask you, even though you&#039;re obviously biased, the same question: Does this seem like a one-sided discussion of the project?</description>
		<content:encoded><![CDATA[<p>Ian, you&#8217;re absolutely right that Facade comes off differently from Eliza. But I think the reason for that is that I&#8217;m focusing on the relationship between underlying process and audience experience. For Eliza that relationship results in a relatively limited boom/bust. For Facade it&#8217;s a lot more complex. I think I try to point to the problematic aspects (e.g., NLU failure), the successful aspects (e.g., the script structure), and what I might call &#8220;revealing&#8221; aspects (e.g., how the experience keeps going even in the absence of playing along, as with the zombie transcript). Or, at least that&#8217;s what I think I&#8217;m doing. Does it read like I&#8217;m giving a pass?</p>
<p>Andrew, I&#8217;m glad you think the drawing of relationships between systems is working. I know you&#8217;ve been quite critical of Facade in some postmortem-style discussions. So maybe I can ask you, even though you&#8217;re obviously biased, the same question: Does this seem like a one-sided discussion of the project?</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-222008</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Wed, 19 Mar 2008 03:34:35 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-222008</guid>
		<description>Well, I think of the &quot;script&quot; as the body of writing that drives the experience. In this case, it&#039;s writing of dialogue, behavior, and broader logic -- and the results aren&#039;t linear in the way a normal script is -- so maybe it isn&#039;t the right term. But I can&#039;t think of a better one.

Maybe the solution is to add another word? For example, I could call it a &quot;dynamic script&quot; or something of the sort.</description>
		<content:encoded><![CDATA[<p>Well, I think of the &#8220;script&#8221; as the body of writing that drives the experience. In this case, it&#8217;s writing of dialogue, behavior, and broader logic &#8212; and the results aren&#8217;t linear in the way a normal script is &#8212; so maybe it isn&#8217;t the right term. But I can&#8217;t think of a better one.</p>
<p>Maybe the solution is to add another word? For example, I could call it a &#8220;dynamic script&#8221; or something of the sort.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221896</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 18 Mar 2008 22:53:12 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221896</guid>
		<description>I question the choice of the term &quot;script&quot; as the umbrella term for the combination of drama management, beat goals, joint behaviors, handlers, and mix-ins.  (You first used the term in paragraphs 17 and 23 of section 8.5.)

The term &quot;script&quot; has a lot of linearity baggage to it, not just in the context of drama, but also in game development.  

I&#039;m trying to think of another single umbrella term...  Maybe &quot;system&quot;, but that doesn&#039;t allude to the narrative drive that &quot;script&quot; does.  Maybe &quot;plan&quot;, since ABL is a reactive planner, and &quot;plan&quot; doesn&#039;t have the linearity baggage.

&quot;Narrative intelligence&quot; seems accurate, but it&#039;s cumbersome.

Or maybe I&#039;m not totally getting why you chose &quot;script&quot;.

Michael, any thoughts?</description>
		<content:encoded><![CDATA[<p>I question the choice of the term &#8220;script&#8221; as the umbrella term for the combination of drama management, beat goals, joint behaviors, handlers, and mix-ins.  (You first used the term in paragraphs 17 and 23 of section 8.5.)</p>
<p>The term &#8220;script&#8221; has a lot of linearity baggage to it, not just in the context of drama, but also in game development.  </p>
<p>I&#8217;m trying to think of another single umbrella term&#8230;  Maybe &#8220;system&#8221;, but that doesn&#8217;t allude to the narrative drive that &#8220;script&#8221; does.  Maybe &#8220;plan&#8221;, since ABL is a reactive planner, and &#8220;plan&#8221; doesn&#8217;t have the linearity baggage.</p>
<p>&#8220;Narrative intelligence&#8221; seems accurate, but it&#8217;s cumbersome.</p>
<p>Or maybe I&#8217;m not totally getting why you chose &#8220;script&#8221;.</p>
<p>Michael, any thoughts?</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221888</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 18 Mar 2008 22:28:19 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221888</guid>
		<description>I agree with Richard that strongly autonomous characters shouldn&#039;t be painted as a limited concept per se; it&#039;s an approach that has its strengths and weaknesses.  I think we wrote a good treatment of this issue in section 7 of our 2004 ABL paper (&lt;a href=&quot;http://www.interactivestory.net/papers/MateasSternLifelikeBook04.pdf&quot; rel=&quot;nofollow&quot;&gt;pdf&lt;/a&gt;), where we compare the &quot;many-mind&quot; approach (i.e., strongly autonomous characters), the &quot;one-mind&quot; approach (e.g. Lebowitz&#039;s &lt;i&gt;Universe&lt;/i&gt;), and what we call &quot;a variably coupled multi-mind&quot; in which agents can simultaneously be performing joint and well as autonomous behavior.  The Facade architecture supports the multi-mind approach, as Richard reports his current project does as well.  (However, in the end, ratio-wise, Grace and Trip perform joint behaviors far more often than autonomous ones; we&#039;d like to see this be more balanced in future projects.)

Richard&#039;s point about authoring bang-for-the-buck is valid, although I disagree that it is because the characters aren&#039;t strongly autonomous.  I think the public has some misconception about how much authoring actually went into Facade &#8212; a misconception that is our fault, for &quot;bragging&quot; that Facade took two people five years to make, presumably totalling ten person-years of work.  Actually we did other things while developing Facade; for example I worked full-time at Zoesis for over a year, and Michael was full-time at Georgia Tech for over 2 years.  After the project we sat down and tallied the Facade work up to be six person-years of work.  More importantly though, about &lt;i&gt;75%&lt;/i&gt; of those six person-years was spent architecting, building infrastructure, and developing authoring idioms (i.e., R&amp;D); therefore &lt;i&gt;less than two person-years&lt;/i&gt; was spent on actual authoring of beats, which includes behavior programming, animation and testing.  In other words, with this architecture in hand, two trained people could crank out another interactive drama equivalent to Facade in less than a year.  So the authoring bang-for-the-buck ratio is probably a little better than is normally assumed.

(Note, your typical 2-year game production, e.g. Weapon Death Spiral 4000, with its 50 hours of grinding gameplay, requires 10+ person-years of authoring of levels, animation, AI, testing...)

Anyhow I think the issue at hand here is, for any interactive character/story system, what is its potential for generativity.  Richard&#039;s mention of emergence brings me back to question &lt;a href=&quot;http://grandtextauto.org/2008/03/05/ep-72-universe/#21&quot; rel=&quot;nofollow&quot;&gt;I asked the other week&lt;/a&gt; &#8212; where would you draw the line between story “emergence” from sandbox style games, and story “generation”?  Does “emergent” story fall out of a slightly flexible system, and “generated” story from a highly flexible one, referring to the terms of &lt;a href=&quot;http://grandtextauto.org/2008/03/05/ep-72-universe/#21&quot; rel=&quot;nofollow&quot;&gt;your discussion of Universe&lt;/a&gt;?</description>
		<content:encoded><![CDATA[<p>I agree with Richard that strongly autonomous characters shouldn&#8217;t be painted as a limited concept per se; it&#8217;s an approach that has its strengths and weaknesses.  I think we wrote a good treatment of this issue in section 7 of our 2004 ABL paper (<a href="http://www.interactivestory.net/papers/MateasSternLifelikeBook04.pdf" rel="nofollow">pdf</a>), where we compare the &#8220;many-mind&#8221; approach (i.e., strongly autonomous characters), the &#8220;one-mind&#8221; approach (e.g. Lebowitz&#8217;s <i>Universe</i>), and what we call &#8220;a variably coupled multi-mind&#8221; in which agents can simultaneously be performing joint and well as autonomous behavior.  The Facade architecture supports the multi-mind approach, as Richard reports his current project does as well.  (However, in the end, ratio-wise, Grace and Trip perform joint behaviors far more often than autonomous ones; we&#8217;d like to see this be more balanced in future projects.)</p>
<p>Richard&#8217;s point about authoring bang-for-the-buck is valid, although I disagree that it is because the characters aren&#8217;t strongly autonomous.  I think the public has some misconception about how much authoring actually went into Facade &mdash; a misconception that is our fault, for &#8220;bragging&#8221; that Facade took two people five years to make, presumably totalling ten person-years of work.  Actually we did other things while developing Facade; for example I worked full-time at Zoesis for over a year, and Michael was full-time at Georgia Tech for over 2 years.  After the project we sat down and tallied the Facade work up to be six person-years of work.  More importantly though, about <i>75%</i> of those six person-years was spent architecting, building infrastructure, and developing authoring idioms (i.e., R&#038;D); therefore <i>less than two person-years</i> was spent on actual authoring of beats, which includes behavior programming, animation and testing.  In other words, with this architecture in hand, two trained people could crank out another interactive drama equivalent to Facade in less than a year.  So the authoring bang-for-the-buck ratio is probably a little better than is normally assumed.</p>
<p>(Note, your typical 2-year game production, e.g. Weapon Death Spiral 4000, with its 50 hours of grinding gameplay, requires 10+ person-years of authoring of levels, animation, AI, testing&#8230;)</p>
<p>Anyhow I think the issue at hand here is, for any interactive character/story system, what is its potential for generativity.  Richard&#8217;s mention of emergence brings me back to question <a href="http://grandtextauto.org/2008/03/05/ep-72-universe/#21" rel="nofollow">I asked the other week</a> &mdash; where would you draw the line between story “emergence” from sandbox style games, and story “generation”?  Does “emergent” story fall out of a slightly flexible system, and “generated” story from a highly flexible one, referring to the terms of <a href="http://grandtextauto.org/2008/03/05/ep-72-universe/#21" rel="nofollow">your discussion of Universe</a>?</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221875</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 18 Mar 2008 21:50:37 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221875</guid>
		<description>Well, we certainly welcome an extensive flogging (er, critical reading) of Facade, whether it&#039;s in this book or elsewhere.  

Serious critical treatment is something games &lt;a href=&quot;http://playthisthing.com/game-criticism-why-we-need-it-and-why-reviews-arent-it&quot; rel=&quot;nofollow&quot;&gt;rarely receive&lt;/a&gt;; such treatment would benefit both developers and players.   

I thank Noah for what he&#039;s put together here, especially the way he relates different systems to one another.</description>
		<content:encoded><![CDATA[<p>Well, we certainly welcome an extensive flogging (er, critical reading) of Facade, whether it&#8217;s in this book or elsewhere.  </p>
<p>Serious critical treatment is something games <a href="http://playthisthing.com/game-criticism-why-we-need-it-and-why-reviews-arent-it" rel="nofollow">rarely receive</a>; such treatment would benefit both developers and players.   </p>
<p>I thank Noah for what he&#8217;s put together here, especially the way he relates different systems to one another.</p>
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		<title>By: Richard Evans</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221834</link>
		<dc:creator>Richard Evans</dc:creator>
		<pubDate>Tue, 18 Mar 2008 20:06:19 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221834</guid>
		<description>Calling the idea of autonomous agents &quot;baggage&quot; and &quot;limiting concept&quot; is a little harsh!

I think you are setting up a false dichotomy here: seeing agents as autonomous and seeing them as coordinated performers are two compatible views - they are not exclusive. In fact, in our current project, we are treating agents as *both*. It is certainly true that agents need to be participating in coordinated practices for dramatic situations to arise - but they also need to be unique autonomous individuals so that we get emergent *variations* on situations. 

The most common criticism of Facade from game industry folks is that the bang-for-buck (amount of dramatic content gained for the amount of authoring required) is too low. This low ratio is, to my mind, a direct result of not treating the agents as autonomous individuals. Unique autonomous individuals operating within the guidelines of a script gives emergent variation within a dramatic situation - just what is needed to raise the bang-for-buck ratio. 

(I don&#039;t want these remarks to be taken as criticism. I am a big fan of Facade - it is a towering achievement).</description>
		<content:encoded><![CDATA[<p>Calling the idea of autonomous agents &#8220;baggage&#8221; and &#8220;limiting concept&#8221; is a little harsh!</p>
<p>I think you are setting up a false dichotomy here: seeing agents as autonomous and seeing them as coordinated performers are two compatible views &#8211; they are not exclusive. In fact, in our current project, we are treating agents as *both*. It is certainly true that agents need to be participating in coordinated practices for dramatic situations to arise &#8211; but they also need to be unique autonomous individuals so that we get emergent *variations* on situations. </p>
<p>The most common criticism of Facade from game industry folks is that the bang-for-buck (amount of dramatic content gained for the amount of authoring required) is too low. This low ratio is, to my mind, a direct result of not treating the agents as autonomous individuals. Unique autonomous individuals operating within the guidelines of a script gives emergent variation within a dramatic situation &#8211; just what is needed to raise the bang-for-buck ratio. </p>
<p>(I don&#8217;t want these remarks to be taken as criticism. I am a big fan of Facade &#8211; it is a towering achievement).</p>
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		<title>By: Ian Bogost</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221758</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Tue, 18 Mar 2008 16:07:54 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221758</guid>
		<description>I&#039;m not really looking for a catalog of criticisms (the ones above were examples, not requirements). But isn&#039;t one of your arguments about the ups and downs of the various &quot;effects&quot; for expressive processing? It seems that Eliza got a critical treatment that Facade is not getting here. 

Maybe I&#039;m just too familiar with the examples and you&#039;re right that simply introducing this one is sufficient. Maybe I am (unfairly) asking for criticism of a sort out of place in this book. Maybe I&#039;m mis-anticipating how the throughline of your book and how it will play out. 

Once again, I feel like I have to admit that this online reading method is just not working for me, because I can&#039;t see the whole picture enough to make substantive comments on a daily post, save for very specific, even pedantic ones.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not really looking for a catalog of criticisms (the ones above were examples, not requirements). But isn&#8217;t one of your arguments about the ups and downs of the various &#8220;effects&#8221; for expressive processing? It seems that Eliza got a critical treatment that Facade is not getting here. </p>
<p>Maybe I&#8217;m just too familiar with the examples and you&#8217;re right that simply introducing this one is sufficient. Maybe I am (unfairly) asking for criticism of a sort out of place in this book. Maybe I&#8217;m mis-anticipating how the throughline of your book and how it will play out. </p>
<p>Once again, I feel like I have to admit that this online reading method is just not working for me, because I can&#8217;t see the whole picture enough to make substantive comments on a daily post, save for very specific, even pedantic ones.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221750</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 18 Mar 2008 15:56:08 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221750</guid>
		<description>Ian, yes, this is the end of the Facade material. Certainly some of the issues you raise come up in the book as it stands (e.g., in this and the two previous sections I set up the &quot;grand challenge&quot; of Laurel-style interactive drama). But it sounds like you&#039;re proposing a catalog of criticisms of Facade&#039;s project, which I&#039;m probably not the person to write. 

I don&#039;t actually want to have this chapter include the definitive piece on Facade -- I want to use Facade as an example toward the overall arguments of my book. Are there parts of what you propose that you think are particularly missing from this book, rather than things you would like to see someone condense and put into print?</description>
		<content:encoded><![CDATA[<p>Ian, yes, this is the end of the Facade material. Certainly some of the issues you raise come up in the book as it stands (e.g., in this and the two previous sections I set up the &#8220;grand challenge&#8221; of Laurel-style interactive drama). But it sounds like you&#8217;re proposing a catalog of criticisms of Facade&#8217;s project, which I&#8217;m probably not the person to write. </p>
<p>I don&#8217;t actually want to have this chapter include the definitive piece on Facade &#8212; I want to use Facade as an example toward the overall arguments of my book. Are there parts of what you propose that you think are particularly missing from this book, rather than things you would like to see someone condense and put into print?</p>
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		<title>By: Ian Bogost</title>
		<link>http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/comment-page-1/#comment-221744</link>
		<dc:creator>Ian Bogost</dc:creator>
		<pubDate>Tue, 18 Mar 2008 15:34:42 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/2008/03/18/ep-86-learning-from-facade/#comment-221744</guid>
		<description>I&#039;m not sure if this is the end of the Façade material or not, but I find myself wishing for a more critical treatment of the work. There are many challenges to issue against it, and I&#039;d guess that most of them have been said only online, strewn all over the web. They deserve condensation and discussion in print. I&#039;m thinking of things like accusations that the natural language interface is an affectation, or Mateas and Stern&#039;s insistence on recreating actors in the black box theater rather than abstracting as games like SimCity do, or the fact that Façade was born partly out of a sort of &quot;dare&quot; to do &quot;real&quot; interactive drama, or the very obsession with Aristotelian drama, possibly started but assuredly egged on by Murray, despite the 20th century&#039;s innovation in a multitude of different storytelling techniques, or the apparent mismatch between AI innovation and user experience, both in terms of the public&#039;s and critical reception of the work.

(sidenote: an interesting challenge for this peer review project is the reader&#039;s inability to &quot;look ahead&quot; to see if topics that come to mind are coming up later. The surprise of serialization works for fiction, but I&#039;m scratching my head about whether or not it does for nonfiction, at least nonfiction of this sort).</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if this is the end of the Façade material or not, but I find myself wishing for a more critical treatment of the work. There are many challenges to issue against it, and I&#8217;d guess that most of them have been said only online, strewn all over the web. They deserve condensation and discussion in print. I&#8217;m thinking of things like accusations that the natural language interface is an affectation, or Mateas and Stern&#8217;s insistence on recreating actors in the black box theater rather than abstracting as games like SimCity do, or the fact that Façade was born partly out of a sort of &#8220;dare&#8221; to do &#8220;real&#8221; interactive drama, or the very obsession with Aristotelian drama, possibly started but assuredly egged on by Murray, despite the 20th century&#8217;s innovation in a multitude of different storytelling techniques, or the apparent mismatch between AI innovation and user experience, both in terms of the public&#8217;s and critical reception of the work.</p>
<p>(sidenote: an interesting challenge for this peer review project is the reader&#8217;s inability to &#8220;look ahead&#8221; to see if topics that come to mind are coming up later. The surprise of serialization works for fiction, but I&#8217;m scratching my head about whether or not it does for nonfiction, at least nonfiction of this sort).</p>
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