To date, I have concentrated my search on two areas relating to my proposal:
- Work relating to the practicalities of dynamic narrative generation.
- Work relating to measuring enjoyment (and/or addiction)
In order for the project to succeed, it must generate stories, players need to enjoy those stories, and we need to be able to measure how much or little they enjoy those stories. Also, and in particular, I hope to differentiate between "good" enjoyment (the player has fun playing the game), and "bad" enjoyment (the player is addicted to, or feels obligated, to play the game). The latter "stickiness" quality has been much sought-after by commercial interests, but as a player of games I have personally found such tactics to be repugnant, and I avoid playing games that "smell" of such content. (Many players refer to such game elements as "time sinks" or "hamster wheels").lit search markdown 11/03/2014 18:50:34