Noah Wardrip-Fruin Abstract Within the realm of computational story generation sits Minstrel, a decades old system which was once used to explore the idea that, under the correct conditions, novel stories can be generated by taking an existing story and replacing some of its elements with similar ones found in a different story. This concept would eventually fall within the bounds of a strategy known as Case-Based Reasoning CBRin which problems are solved by recalling solutions to past problems the casesand mutating the recalled cases in order to create an appropriate solution to the current problem. This dissertation uses a rational reconstruction of Minstrel called Minstrel Remixed, a handful of upgraded variants of Minstrel Remixed, and a pair of similar but unrelated storytelling systems, to explore various characteristics of Minstrel-style storytelling systems. In the first part of this dissertation I define the class of storytelling systems that are similar to Minstrel.
It begins as a reading and listening experience. Memory texts appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play — as well-known game mechanics are given new form through bodily interaction with text.
At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that doesn't settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster, struck words don't always return to where they came from, and words with nowhere to go can break apart.
Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. While the discussion of the relationship between games and literary forms is longstanding, Screen uses text as play material in a way that this discussion has not previously explored.
In addition to creating a new form of bodily interaction with text through its play, Screen moves the player through three reading experiences — beginning with the familiar, stable, page-like text on the walls, followed by the word-by-word reading of peeling and hitting where attention is focusedand with more peripheral awareness of the arrangements of flocking words and the new often neologistic text being assembled on the walls.
This page uses some css from online sources as noted in the file and all code is available under a Creative Commons License.Noah Wardrip-Fruin is Associate Professor in the Computer Science Department of the University of California, Santa Cruz, and is an advisor for the Expressive Intelligence Studio.
He is an alumnus of the Literary Arts MFA program and Special Graduate Study PhD program at Brown University. This dissertation by Noah Wardrip-Fruin is accepted in its present form by Brown University as satisfying the dissertation requirement for the degree of Doctor of Philosophy.
Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.
UCSC computer science graduate students James Ryan and Eric Kaltman led the development of GameSpace, with Wardrip-Fruin and Michael Mateas, professor .
This "Cited by" count includes citations to the following articles in Scholar. The ones marked * may be different from the article in the profile. Grail GM Dr.
Noah Wardrip-Fruin Jan – Sept • Quest-based story-manager, Anne Sullivan's dissertation work • Created computational prototypes, conducted a user evaluation.