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A study of situated and embodied cognition can provide design clues for how
players may perceive certain affordances. One such view explains how our tendency
to side with simple narrative explanations for complex emergent behavior. However
there is an inherent disconnect between the causal relationships at the emergent level,
and the eventual narrative that is extracted [36]. From this view the possibility is that
layering top down approaches, such as drama management over the emergent
behavioral layer (agent behaviors) only serves to replace or simplify a chaotic system
of possible micro-stories rendering the system sparse of creative possibilities.
One possible solution suggested in the paper is an interface that invites play as an
improvisational actor with shared goals that are developed by visible and real
embodied action of the players. This is facilitated by a set of clearly defined and
simplified affordances that provide recognisable metaphors for collaboration.
In terms of narrative generation, this system model is clearly hit and miss and may
not be applicable for a game market that requires player expectations to be met in
most, if not all circumstances. However with online web applications this is perhaps
not such a great requirement as players attitudes to gaming may very well shift with
respect to browser based and casual games. For this reason emergence in online web
applications may provide an interesting area for further research.
References
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