Narrative in Virtual Environments - Towards Emergent Narrative
Ruth Aylett
Centre for Virtual Environments
Business House, Universityof Salford
Salford M5 4WT, UK
r.s,aylett @salford.ac.uk
Abstract
In this paperweconsiderthe clash between the pre-scripted
character of much narrative and the freedom afforded by a
Virtual Environment. We discuss the concept of emergent
narrative as a possible wayof avoiding this clash. We
examine the role of a VE user in a narrative and considerthe
concept of social presence as a means of reconciling the
freedom of the user with the constraints of an emergent
narrative.
Introduction
This short paper describes preliminary thoughts - rather than
completedwork - on narrative issues arising from a recent
project ’Virtual Teletubbies’ [Aylett et al 99]. In this project,
children’s TV characters - Teletubbies - were incorporated
into a virtual environment (VE), by which we mean a
graphically rendered world in which both they and the user
have a joint spatial existence. In this case, the user was not
required to use special immersivehardware, such as a head-
mounted display, but was represented by an invisible camera
position attached to spatial controls which allowed him or
her to ’move’within the VE.
The Teletubbies were implemented using a behavioural
robot architecture, in which emergent behaviour at a given
moment is determined by the synthesis of responses from
currently active behaviour patterns [Barnes 96]. These
behaviour patterns are in turn driven by simple virtual
sensors while groups of behaviour patterns (packets) are
activated or deactivated according to the level of the
Teletubbies’ internal drives, such as hunger, fatigue and
curiosity.
As with robots, the initial behaviours implemented were
those allowing physical movement in the environment, in
this case taking into account the sloping nature of the
outdoor terrain being modelled. A simple form of gravity was
also modelledso that neither Teletubbies nor user were able
to ’fly’ within the VE. Virtual sensors were implemented as
bounding boxes and as a forward sweeping sensor for obstacle
avoidance; information about objects in a Teletubby line-of-
sight was transferred directly as symbolicinformation rather
than through a virtual retina.
While this project was successful in examiningsome basic
architectural issues, a number of issues of narrative arose,
manyof which are common to virtual environments of other
types. We consider the problem of narrative as it arose in this
particular project, examine alternative ways of dealing with
the issues, and sketch out a wayforward which involves an
approach to narrative webelieve has not yet been very widely
investigated.
A Narrative Problem
In moving characters from television to VE, the difficulty in
retaining the original narrative approach was immediately
evident. Ontelevision, the narrative is normallywhollypre-
scripted and is viewedpassively by the audience from camera
positions determined by the creators of the narrative.
However, translating this directly into a VE removes all the
characteristics that differentiate a VE from television. The
ability of the user to interact individually with the VE and
eventheir ability to select their spatial viewpoint is deniedin
this approach.
While the narrative experience fails to exploit the
characteristics of a VE,there can of course be a change in the
process of narrative production. Through the provision of an
appropriate toolkit, characters in a VEcan be treated as
virtual actors and the user can construct narratives in which
they appear. This approach has been investigated by a
number of groups, in 2D multi-media environments as well
as in VEs, as for examplethe ’Virtual Theater’ project of
Barbara Hayes-Roth [Hayes-Roth & Brownston 95] and the
IMPROV virtual actors system [Goldberg 97]. As welt as
empowering users whowould normally be excluded from the
creation of 3Dspatially located narrative, this approachis
also of interest to the film industry. Directors are beginning
to exploit the power of 3D graphic environments explicitly
in films such as ’Toy Story’ and ’Antz’ and implicitly via
special effects in films such as ’Titanic’. Nevertheless, the
extension of freedom in the process of narrative construction
does not in our view remove the need to examine how the
narrative experience might be extended to take advantage of
the specific characteristics of a VE.
Two issues are of interest here. The first is howfar the
pre-determined nature of much narrative can be relaxed. The
secondis how far the user of a VE can freely participate in a
narrative rather than acting as a spectator. Clearly these
issues are related - a wholly pre-determined narrative also pre-
determines the role, if any, of the user within it. Thus
relaxing this constraint allows more freedom for user
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From: AAAI Technical Report FS-99-01. Compilation copyright © 1999, AAAI (www.aaai.org). All rights reserved.