Janet Murray asked for the answers I would have given to the questions I posed to Warren Spector, Neil Young and Tim Schafer at the recent GDC panel, Why Isn’t the Game Industry Making Interactive Stories? I found it useful for myself to write these out, to clarify my own thinking, and to hopefully get feedback from anyone interested.
I’ll try to be succinct and specific. These answers are informed by my experience over the past 13 years developing interactive characters and stories and closely following the industry and academic R&D in the field, helping me identify what I believe is important and what’s not. (Also I’m guessing these would be answers similar to what Michael would have said had he been given more time to participate in the actual panel discussion.) For some background on the panel, you may first want to read what the panelists said: 1 2 3.
Question 1: What do you consider the most important qualities and pleasures we *don’t* yet find in today’s interactive entertainment? And why are they needed?
Boiling it down, I see three major areas sorely deficient in today’s games, that if given substantial attention from game developers, e.g. 3+ focused years of R&D, I believe would lead to some true progress toward creating authentically interactive, much more satisfying characters and stories.
This is a preview of
Toward Authentically Interactive Characters and Stories
.
Read the full post.