Challenges of IDN Research and Teaching

In this paper, we react to developments that frame research in interactive digital narrative (IDN) as a field of study and potential future academic discipline. We take stock of the current situation, identify issues with perception and point out achievements. On that basis we identify five critical challenges, areas in need of attention in order to move the research field forward. In particular we discuss the dependency on legacy analytical frameworks (Groundhog Day), the lack of a shared vocabulary (Babylonian Confusion), the missing institutional memory of the field (Amnesia), the absence of established benchmarks (No Yardstick) and the overproduction of uncoordinated and quickly abandoned tools (Sisyphus). For each challenge area, we propose ways to address these challenges and enable increased collaboration in the field. Our paper has the aim to both provide orientation for newcomers to the field of IDN and to offer a basis for a discussion of future shared work.

[1]  Michael Joyce Afternoon, A Story , 1990 .

[2]  Hartmut Koenitz,et al.  Towards a Specific Theory of Interactive Digital Narrative , 2015 .

[3]  David Bordwell Three Dimensions of Film Narrative , 2012 .

[4]  James Owen Ryan,et al.  Grimes' Fairy Tales: A 1960s Story Generator , 2017, ICIDS.

[5]  Mads Haahr,et al.  Towards a Shared Vocabulary for Interactive Digital Storytelling - A Workshop at ICIDS 2010 , 2010, ICIDS.

[6]  Patrick Olivier,et al.  The IRIS Network of Excellence: Integrating Research in Interactive Storytelling , 2008, ICIDS.

[7]  Richard Evans,et al.  Versu—A Simulationist Storytelling System , 2014, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  Joseph Weizenbaum,et al.  and Machine , 1977 .

[9]  Michael Mateas,et al.  Prom Week: social physics as gameplay , 2011, FDG.

[10]  Mirjam Palosaari Eladhari,et al.  Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique , 2018, ICIDS.

[11]  Nicolas Szilas,et al.  Specification of an Open Architecture for Interactive Storytelling , 2011, ICIDS.

[12]  Clara Fernández-Vara,et al.  Introduction to Game Analysis , 2014 .

[13]  Janet H. Murray,et al.  The pedagogy of cyberfiction: teaching a course on reading and writing interactive narrative , 1995 .

[14]  James A. Hendler,et al.  Avoiding Another AI Winter , 2008, IEEE Intelligent Systems.

[15]  Janet H. Murray Research into Interactive Digital Narrative: A Kaleidoscopic View , 2018, ICIDS.

[16]  Michael Mateas,et al.  Comme il Faut: A System for Authoring Playable Social Models , 2011, AIIDE.

[17]  Andrew Stern,et al.  Façade: An Experiment in Building a Fully-Realized Interactive Drama , 2003 .

[18]  Michael Mateas,et al.  Comme il Faut 2: a fully realized model for socially-oriented gameplay , 2010, FDG.

[19]  Janet Horowitz Murray,et al.  Inventing the Medium: Principles of Interaction Design as a Cultural Practice , 2011 .

[20]  J. Murray Hamlet on the Holodeck , 1997 .

[21]  Simon Penny,et al.  The Virtualization of Art Practice: Body Knowledge and the Engineering Worldview , 1997 .

[22]  Hartmut Koenitz Thoughts on a Discipline for the Study of Interactive Digital Narratives , 2018, ICIDS.

[23]  Hartmut Koenitz,et al.  A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative , 2018, ICIDS.

[24]  Espen Aarseth,et al.  A narrative theory of games , 2012, FDG.