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Tuesday, August 16 • 17:30 - 18:30
Dynamic Storytelling

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The most distinctive feature of videogames, compared to other media, is their interactivity. When it comes to telling a story, however, the roles in videogames are often very clear: The game itself – or rather the game-designer behind it– is the story-teller, actively shaping the story, while the player is limited to experiencing the story passively.

The ways in which a player can influence a story or its outcome are fairly limited to branching and scripting events, if these exist at all, that is.

However, even when a game has a relatively shapeable story, the game-experience itself – and more importantly the game’s play-time – doesn’t change much considering the additional time and effort game-developers put into including multiple possibilities for the players to manipulate the story.

The research project “Dynamic Storytelling” aims to solve this problem by creating a dynamic story in an interactive game. The goal is to find a way to create a story-system that is able to react dynamically and logically to the player’s actions. It should be able to tell an interesting and engulfing story, thus giving the player the adequate means to choose how the story plays out. The system will be restricted both locally and chronologically to create an environment in which the player can tell their story.

The setting of choice is the siege of “Burg Eltz”, a medieval castle that was occupied by the Bishop of Trier in 1330. This setting in particular is historically very well researched, giving the characters a realistic background and solid foundation from which to develop them. It is locally and chronologically restricted since certain events will take place regardless of the characters’ actions and people are confined to the castle. Due to the setting’s unique constellation of people living in the castle – a great diversity of characters can be found - there already is a ready-made foundation for conflict, family-drama and social quarrels.


Speakers
avatar for Prof. Dr. Linda Breitlauch

Prof. Dr. Linda Breitlauch

Professor, Trier University of Applied Sciences
Linda Breitlauch is an industry veteran who teaches and researches with a special focus on the areas of storytelling, serious games and dramaturgy. In 2008 she completed a PhD about storytelling in computer games. In addition to working as a project manager in the export and publishing sectors she has been creative producer of several film projects, has written film scripts and game concepts as well as scientific and specialist articles. In... Read More →
JU

Jens Ullrich M.A.

Wissenschaftlicher Mitarbeiter, Hochschule Trier
Jens is currently a research associate at the Trier University of Applied Sciences. His fields of research are serious games, in particular the history of serious games, and narrative and gaming structures in role playing games. Before his life in the world of academia he developed pen & paper role playing games like „Das Schwarze Auge“ and „Shadowrun“.
avatar for Prof. Dr. Christof Rezk-Salama

Prof. Dr. Christof Rezk-Salama

Professor for computer games technologies, Trier University of Applied Sciences
Christof Rezk-Salama is professor for computer games technologies at the Computer Science Department of Trier University of Applied Sciences, GERMANY. | He has received a PhD from the University of Erlangen in 2002 as a scholarship holder in the DFG graduate college 3D image analysis and synthesis. In 2009 he has received his post doctoral lecture qualification (venia legendi) in computer science and computer graphics. | Working in the... Read More →



Tuesday August 16, 2016 17:30 - 18:30
Ch.2: Coconut Island Dock.One Cologne

Attendees (36)