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	<title>Comments on: Story is conflict, therefore real time story is conflict</title>
	<atom:link href="http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/feed/" rel="self" type="application/rss+xml" />
	<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/</link>
	<description>Bringing a little drama to social games</description>
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		<title>By: Diallo</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-680</link>
		<dc:creator>Diallo</dc:creator>
		<pubDate>Wed, 15 Apr 2009 15:40:37 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-680</guid>
		<description>Conflict is simple.  Most people overthink it.  Conflict is the byproduct of a dilemma.  Simply  the hero/protagonist wants something, and something or someone is getting in the way of him or her getting it.  Now how compelling the conflict that you&#039;ve chosen is another story.   Regardless, the engine you use would have to be smart enough to figure out how to set up obstacles to prevent the character from achieving their goal, whatever it is.  For interactive story it would have to take into account the actual users likes or dislikes and story-baggage (as I call it.  Thinks they tend to find compelling for whatever reason while another person might not).  
 
So far you&#039;ve been going in what seems like a one size fits all direction. Maybe your market would be in tailoring games for individuals.   Kind of like Total Recall or this one really horrible screenplay I read once called Virtual Patriot.  Make a site, have people take an exhaustive personality test then tailor the games to them.  Like eHarmony but for interactive games.  </description>
		<content:encoded><![CDATA[<p>Conflict is simple.  Most people overthink it.  Conflict is the byproduct of a dilemma.  Simply  the hero/protagonist wants something, and something or someone is getting in the way of him or her getting it.  Now how compelling the conflict that you&#039;ve chosen is another story.   Regardless, the engine you use would have to be smart enough to figure out how to set up obstacles to prevent the character from achieving their goal, whatever it is.  For interactive story it would have to take into account the actual users likes or dislikes and story-baggage (as I call it.  Thinks they tend to find compelling for whatever reason while another person might not).  </p>
<p>So far you&#039;ve been going in what seems like a one size fits all direction. Maybe your market would be in tailoring games for individuals.   Kind of like Total Recall or this one really horrible screenplay I read once called Virtual Patriot.  Make a site, have people take an exhaustive personality test then tailor the games to them.  Like eHarmony but for interactive games.</p>
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		<title>By: Diallo</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-1291</link>
		<dc:creator>Diallo</dc:creator>
		<pubDate>Wed, 15 Apr 2009 15:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-1291</guid>
		<description>Conflict is simple.  Most people overthink it.  Conflict is the byproduct of a dilemma.  Simply  the hero/protagonist wants something, and something or someone is getting in the way of him or her getting it.  Now how compelling the conflict that you&#039;ve chosen is another story.   Regardless, the engine you use would have to be smart enough to figure out how to set up obstacles to prevent the character from achieving their goal, whatever it is.  For interactive story it would have to take into account the actual users likes or dislikes and story-baggage (as I call it.  Thinks they tend to find compelling for whatever reason while another person might not).  
 
So far you&#039;ve been going in what seems like a one size fits all direction. Maybe your market would be in tailoring games for individuals.   Kind of like Total Recall or this one really horrible screenplay I read once called Virtual Patriot.  Make a site, have people take an exhaustive personality test then tailor the games to them.  Like eHarmony but for interactive games.</description>
		<content:encoded><![CDATA[<p>Conflict is simple.  Most people overthink it.  Conflict is the byproduct of a dilemma.  Simply  the hero/protagonist wants something, and something or someone is getting in the way of him or her getting it.  Now how compelling the conflict that you&#039;ve chosen is another story.   Regardless, the engine you use would have to be smart enough to figure out how to set up obstacles to prevent the character from achieving their goal, whatever it is.  For interactive story it would have to take into account the actual users likes or dislikes and story-baggage (as I call it.  Thinks they tend to find compelling for whatever reason while another person might not).  </p>
<p>So far you&#039;ve been going in what seems like a one size fits all direction. Maybe your market would be in tailoring games for individuals.   Kind of like Total Recall or this one really horrible screenplay I read once called Virtual Patriot.  Make a site, have people take an exhaustive personality test then tailor the games to them.  Like eHarmony but for interactive games.</p>
]]></content:encoded>
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		<title>By: justingibbs</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-678</link>
		<dc:creator>justingibbs</dc:creator>
		<pubDate>Wed, 15 Apr 2009 05:53:16 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-678</guid>
		<description>I agree that the conflict will ultimately come from the artist but I also think it is odd if it&#039;s so central to story to not play a bigger role in the platform. That said, you can&#039;t get more simple than paper and pen. However every class on writing focuses on conflict before handing you paper and pen. In all of these interactive story platforms and theories I almost never hear conflict mentioned. Are we forgetting conflict to our detriment or will artists come through in the end?

I will have to check out the latest build of Storytron. I&#039;ve been following it is development for years but haven&#039;t checked it out in months.</description>
		<content:encoded><![CDATA[<p>I agree that the conflict will ultimately come from the artist but I also think it is odd if it&#8217;s so central to story to not play a bigger role in the platform. That said, you can&#8217;t get more simple than paper and pen. However every class on writing focuses on conflict before handing you paper and pen. In all of these interactive story platforms and theories I almost never hear conflict mentioned. Are we forgetting conflict to our detriment or will artists come through in the end?</p>
<p>I will have to check out the latest build of Storytron. I&#8217;ve been following it is development for years but haven&#8217;t checked it out in months.</p>
]]></content:encoded>
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		<title>By: justingibbs</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-1290</link>
		<dc:creator>justingibbs</dc:creator>
		<pubDate>Wed, 15 Apr 2009 05:53:00 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-1290</guid>
		<description>I agree that the conflict will ultimately come from the artist but I also think it is odd if it&#039;s so central to story to not play a bigger role in the platform. That said, you can&#039;t get more simple than paper and pen. However every class on writing focuses on conflict before handing you paper and pen. In all of these interactive story platforms and theories I almost never hear conflict mentioned. Are we forgetting conflict to our detriment or will artists come through in the end?

I will have to check out the latest build of Storytron. I&#039;ve been following it is development for years but haven&#039;t checked it out in months.</description>
		<content:encoded><![CDATA[<p>I agree that the conflict will ultimately come from the artist but I also think it is odd if it&#8217;s so central to story to not play a bigger role in the platform. That said, you can&#8217;t get more simple than paper and pen. However every class on writing focuses on conflict before handing you paper and pen. In all of these interactive story platforms and theories I almost never hear conflict mentioned. Are we forgetting conflict to our detriment or will artists come through in the end?</p>
<p>I will have to check out the latest build of Storytron. I&#8217;ve been following it is development for years but haven&#8217;t checked it out in months.</p>
]]></content:encoded>
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		<title>By: Louis Dargin</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-677</link>
		<dc:creator>Louis Dargin</dc:creator>
		<pubDate>Wed, 15 Apr 2009 02:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-677</guid>
		<description>I agree with you very much about the importance of conflict in interactive storytelling.  However, I think that generating conflict should be the responsibility of the artist who designs the storyworld, not the storytelling platform.   
 
Note: Storytron&#039;s authoring software, SWAT, is finished and available.  You can use it right now to create an interactive storyworld.  The tutorial in the website includes a walk-through on creating a storyworld.  See: &lt;a href=&quot;http://www.storytron.com/authors.php&quot; target=&quot;_blank&quot;&gt;http://www.storytron.com/authors.php&lt;/a&gt; </description>
		<content:encoded><![CDATA[<p>I agree with you very much about the importance of conflict in interactive storytelling.  However, I think that generating conflict should be the responsibility of the artist who designs the storyworld, not the storytelling platform.   </p>
<p>Note: Storytron&#039;s authoring software, SWAT, is finished and available.  You can use it right now to create an interactive storyworld.  The tutorial in the website includes a walk-through on creating a storyworld.  See: <a href="http://www.storytron.com/authors.php" target="_blank">http://www.storytron.com/authors.php</a></p>
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	<item>
		<title>By: Louis Dargin</title>
		<link>http://justingibbs.com/2009/04/14/story-is-conflict-therefore-real-time-story-is-conflict/comment-page-1/#comment-1289</link>
		<dc:creator>Louis Dargin</dc:creator>
		<pubDate>Wed, 15 Apr 2009 02:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://justingibbs.com/?p=1539#comment-1289</guid>
		<description>I agree with you very much about the importance of conflict in interactive storytelling.  However, I think that generating conflict should be the responsibility of the artist who designs the storyworld, not the storytelling platform.   
 
Note: Storytron&#039;s authoring software, SWAT, is finished and available.  You can use it right now to create an interactive storyworld.  The tutorial in the website includes a walk-through on creating a storyworld.  See: &lt;a href=&quot;http://www.storytron.com/authors.php&quot; rel=&quot;nofollow&quot;&gt;http://www.storytron.com/authors.php&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I agree with you very much about the importance of conflict in interactive storytelling.  However, I think that generating conflict should be the responsibility of the artist who designs the storyworld, not the storytelling platform.   </p>
<p>Note: Storytron&#039;s authoring software, SWAT, is finished and available.  You can use it right now to create an interactive storyworld.  The tutorial in the website includes a walk-through on creating a storyworld.  See: <a href="http://www.storytron.com/authors.php" rel="nofollow">http://www.storytron.com/authors.php</a></p>
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