Category: Grammar Based Universes

  • No Man’s Sky to fulfill my prophecy?

    No Man’s Sky to fulfill my prophecy?

    Quite a few years ago, I was very excited about a project called No Man’s Sky, No Man’s Sky and No Man’s Sky Grammar Based Universe. For me this represented the very first wide-open Grammar Based Universe. You may be asking, “What is a grammar based universe?” If you follow the prior link you’ll be inundated by a long winded answer. For the short attention spanned present, a grammar based universe is a fancy way of describing a procedurally-driven world. There is a lot of confusion between the terms Procedural and Automated, and there are some very big differences. Procedural means the implementation of a set of rules and expressions which complement an artists’ skills far beyond what she could create unaided. The important factor here is without human input, there can be no procedurally created worlds. Automation is allowing the computer to create with human assistance. Without going into too much theoretical detail, automation cannot efficiently create realistic CGI worlds. Only when the processes are procedural can life be breathed into the CGI creations.

    No Man’s Sky represented the very first Grammar Based Universe or an entire alternative reality created by artists with the aid of a set, (a very complicated set), of rules and expressions. Regretfully, when the game came out, the gamers were not thrilled. While the Universe itself was impressive, the game-play was not. I did not purchase the game myself so I cannot judge for myself. However, No Man’s Sky appears to be rising from the ashes and being re-released as a VR game. Not only has the game received a google of improvements, it is now multi-player. This is even more exciting since now Not only is No Man’s Sky the first grammar based universe, it is also the first grammar based immersive experience theme world. While I am assuming it still maintains its procedurally driven origins, it now maintains the three fundamental rules of being an immersive experience theme world. A theme world is any collection of all possible human experiences related to a similar concept yet bound rigidly by one central story, theme or cannon; the theme world heart.

    No Man’s Sky is A Theme World – The entire experience is based on the spirit, of exploration and discovery of the the entire universe.

    No Man’s Sky Is physical. Being shifted to VR projects the third person, over the shoulder experience, into the first person. Equipped with CGI hands, the participant is now empowered to explore the universe from the first person perspective.

    No Man’s Sky Is Collaborative. The gameplay is now multi-player. Participants may now explore and , “do things” in the universe either by themselves or with their buddies.

    No Man’s Sky Is Unrepeatable. The entire universe is open for exploration such that no two world necessarily need to be the same. I am not sure of the exact number but I believe there is not enough time in the history of the universe to explore every one of the world No Man’s Sky creates.

    No Man’s Sky is an at home, or non-location-based experience. However, I am very excited for the game to achieve popular status. I want the audience to develop a taste for massive world discovery. The exploration of an open world with occurring events is the spirit of iMyth and I believe this type of experiential media will gain in popularity.

    As this type of media continues to grow in popularity, iMyth will continue to generate new grammar based universes based in different theme worlds; some familiar and some new. With the iMyth arena, the exploration of these theme worlds can not only happen from the home but in location-based facilities where participants can participate in the fullest immersive sensory experience possible.

  • The Coming Cyberbard

    I recently copied an excerpt written by Janet M. Murray from her book Hamlet on the Holodeck. The article is called The Coming Cyberbard.

    This is the follow up portion to the text I referenced, The Shaping Role of the Human Storyteller. In this excerpt, Murray describes a possible model upon which such an immersive theme-world experience might be implemented. The concept is based on Minsky’s theory of Frames. There will be more to come on the implementation of frames to come. Upon the implementation of this model onto an immersive theme-world engine, a solid structure to generate infinite possible theme-worlds is provided.

    I am currently looking into this model not only as a foundation for Grammar Based Universes but as an authoring platforms for rewarding, narrative experiences.

  • The Shaping Role of the Human Storyteller

    I recently copied an excerpt written by Janet M. Murray from her book Hamlet on the Holodeck. The article is called The shaping Role of the Human Storyteller.

    Murray does an excellent job in describing what an immersive, interactive experience might look and feel but within the context of a specific story-world. What really is attention getting is that she departs from the experience as being game-like and focuses on components such as “moral physics” as being the glue which holds the world together and the interactor, (the participant), t o the immersive experience.

    I strongly encourage the audience to read the article to understand the difference between thematic immersive experiences, interactive stories and games. The IMyTH experience is designed to be a prototype very similar of Murray’s mechanic.

  • Artanim VR at Siggraph

    There is a non-profit research oriented group in Switzerland called Artanim. I have never heard of them before but they recently submitted a project to Siggraph and been accepted as a finalist. Their project is really inspiring.


    This is exactly what an Immersive Theme-world could look and behave like. The first adventures would be primitive for sure. There would be immediate dialogue with characters. However, it is the beginning.

    I have read the white-page description of the story. It is a rough description of their technology and an overall description of what VR is what applications it has.

    This is very exciting development. Researchers and others are doing what what IMyTH is expecting to do. There will be a lot of competition for sure. While this is very similar what they are doing in SLC and The Void, this is some of the first footage I have actually seen using this technology in this way.

  • Another “How to” for Procedural Level Generation

    Procedural generation is sprouting everywhere and authors are more than eager to share their results. This net installment comes from Nick Donnelly in his article in his article “Procedural Level Generation for the Dungeoning“.

    It is an interesting article describing why and fundamentally how he implemented procedural level generation. However, if one was to look for a more “Hands On”, technical description of what he did you would find more information in Josh Newland’s article and the GDC presentation given by Zack Aikman.

     

  • Hyde Horror Maze

    When it rains it pours. I also encountered an article today on Kataku about the Hyde Horror Maze.

    Not entirely dissimilar to The Void or the IMyTH experience, these folks wish to create an interactive maze where the players must navigate through a real maze in order to “survive” the experience. The maze is evidently sentient and monitors and controls the players progress through the maze in order to ensure a challenging and horrifying experience. I know they are on to a good thing. Let’s hope they can raise their money and display the commercial viability of the interactive narrative experience.

  • The Link between GBUs and Interactive Storytelling

    Things in the VR/AR world have been going crazy lately. My website went down recently. However, after many hours of keyboard pounding, my lovely wife was able to get my site back up and running.(Thanks Ha!)

    I was very pleasantly surprised to bump into a couple of articles written by a young programmer from Cambridge, UK, Josh Newland. He posted two very nice articles on Gamasutra about procedural world building in Unity and Interactive Storytelling.

    Josh’s first article on Procedural World Building in Unity gives a brief description the the techniques Josh utilizes to generate procedural worlds in the Unity game engine. Throughout the article he provides helpful links to explanations of the algorithms he employs and how he integrates them into one system. This is an outstanding example of how GBUs can be generated utilizing basic modern game engines.

    Josh’s second article on Games and Interactive Storytelling, provides a wonderful introduction to the currently locked puzzle of Interactive Storytelling. He quickly describes the inevitable contradiction of Player Agency Vs. Linear Narrative. Reduced to a simple sentence, “How does one generate an engaging interactive, linear narrative experience while without constraining the full immersive experience?” He goes on to describe one possible solution to resolve this by employing social agents (Smart NPC’s) to marshal an enriching interactive experience. This is the approach legendary game designer, Chris Crawford, is employing to create Interactive Storytelling.

    I find it very refreshing to encounter yet another soul who has paired procedural world building with Interactive Storytelling. Anyone familiar with this blog is aware this is the entire foundation with which this blog is written. Great Job Josh!

  • Facial MOCAP for VR

    The developments just keep flowing!

    Although I knew this barrier would eventually need to be breached, it’s happening much sooner than I had imagined. I had even given up hope that that such technology was readily available. But now that action was in vain.

    Hoa LI, an assistant professor at USC has come up with a way to track facial motion in real time while wearing the HMD. Click this link for the article. By using a camera mounted on a boom in front of the HMD, nose and mouth positions can be tracked in real time. With the addition of sensors in the HMD itself, Eyes and upper facial motion can be tracked as well.

    Keep it coming!

  • Physical Immersion

    I have a couple of article to share today that relate to the physical immersion potential of VR.

    The first article is the first “documented” experience of The Void. I have been suspect of the claims The Void has been making concerning its abilities to do what it is claiming to do. However, according to the experience in this article, it would seem The Void is on the correct path. I’m am just surprised how out of left field this technology is coming. However, given enough will and enough money, anything is possible. Go Team – Go!

    The next article, on the contrary comes as no surprise. This is a report of what they are doing at a lab at NYIT headed by CG godling Ken Perlin. The Holodeck lab is exploring the possibilities of physical immersion within the virtual environment while still maintaining a physical presence. I look for very big things to come out of this lab. I am very excited to hear about procedural pioneer Ken Perlin heading this endeavor. I look for the solutions or at least directions fro generating Grammar Based Themeworlds to come from this lab.

    Being an optomist, I am always impressed with the results of an overwhelming intention and some time an money. Miracles can happen. However, when I hear about the giants of the industry working on the same problems, I can’t help but be biased towards their solutions.

  • Zach Aikman and Procedurally Created Environments

    Here is a quick GDC 15 Vault article concerning Zach Aikman and procedurally created level building and more specifically procedural dungeons created for for his game Galak – Z

    Procedurally Generated Space Dungeons