Category: Grammar Based Universes

  • No Man’s Sky Grammar Based Universe

    Here is an excellent link to a presentation given by Gran Duncan of Hello Games, creators of No Man’s Sky.

    Grant Goes on to talk about his discovery, trials and tribulations and eventual love for procedurally generated art.

    This is a prime example of what I like to label as “Grammar Based Universes.” Proceduralism is so misunderstood these days. I Think such a term does a better job describing what is really going on.

  • Improbable

    During my daily wanderings I happened to chance an article about a company in London, Improbable, obtaining $20 M in funding. Great job guys! Congratulations.

    I wanted to know more about who was Improbable and what are they working on. From my very brief introduction to their website and the brief lecture provided by their founder, Herman Narula, I can guess they are a simulation company providing content for games. I am not sure if their simulations are centered about “life” simulations such as the Simms or event simulations such as sports games, Madden, Fifa, etc. .Regardless, I think they are right track establishing what I call “Grammar Based Universes”.

    It will be interesting observing how this company develops. I hope for the best for these guys and hope they start providing solutions which not only simulate life and events within the context of the Storyworld but also generate content to populate the Storyworlds based on templates and style guides provided by the world’s authors.

  • Procedural Node based Interface for Game Creation

    NOWHERE Programming Environment

    Here is a link to a node based Procedural game engine Leonard Ritter is creating to help generate the game, “NOWHERE”

  • Message From Kim Davidson

    Message From Kim Davidson

    While this is a sponsored add, I think Kim Davidson does a spectacular job introducing how procedural tools, such as Houdini, can be used for generating Grammar Based Universes. I believe, in the very near future, the consumer demand for digital assets and digital content will exceed the supply of available resources. In other words, there will be more demand for game, film and other digital media assets than the world’s digital artists can supply. Procedural techniques will be necessary to meet the demand. I further believe that for interactive Storytelling to take off, the interactive experiences will probably take place within Grammar Based Storyworlds. When the story worlds are Grammar Based, or procedurally generated, the individual experiencing the Storyworld is bound only by his imagination and rules originally generated by the Storyworld creators.

  • Grammar Based Facades

    This is very cool and has me super excited

    [embedyt]https://www.youtube.com/watch?v=rS-PLQ3tfzY[/embedyt]

    This is a way to define the look, style and motif through a grammar based facade.

    When used by an interactive storyteller, entire worlds can be generated rapidly.

    Of course, down the road, more variability will be needed. However, this is a great start. I look forward to be able to use tech like this in the very near future.

  • No Man’s Sky

    I have done very little in the world of Interactive Storytelling recently. The game title I am associated with has been in Alpha for the last month. We just went past “Art Freeze”  which means the real bugs are being resolved.

    Needless to say, one of the biggest news items was the big hit at E3 last week. No Man’s Sky was evidently the darling of the show.

    [embedyt]https://www.youtube.com/watch?v=MZO40WBNA60[/embedyt]

    I am really excited about this development. Here is an interactive procedural universe crawler. Now this may not be the most “plot-driven” of storyworlds. It does represent an initial, procedurally generated universe that has gained some commercial appeal.

    This game has yet to be release. There is no telling if it will actually be a commercial hit or not. However, if it it it will be one of the first, commercially viable interactive story worlds.  As a game it may not be spectacular. However, as an open, expansive and unlimited universe it is a pioneer; one which others will follow and start building on the expertise.

    I am very excited for these fellow and hope they have a big hit on their hands. It will open the doors for future, unbounded story worlds. As defined before, it will be considered as the “First”  “Grammar Based Universe”.

    Very Exciting!

  • Unreal Engine Blueprint

    [embedyt]http://www.youtube.com/watch?v=IKAcrNHENC8[/embedyt]

    Unreal Engine Blueprint

  • Mixamo

    I have neglected the Grammar Based Universes aspect of my website for far too long. What better way to break the silence than with Mixamo.

    https://www.mixamo.com/

    What mixamo is is a procedural character generating system That not only allows the user to prototype new characters rapidly but provides precedural tools for rigging and simple canned animations.

    [embedyt]http://www.youtube.com/watch?v=wp9FB6NQu1U[/embedyt]

    I’m not saying all character should be created this way. In fact it can be kind of limiting on the grand scale of things. However, if you are a developer trying create a prototype for an early concept or are experimenting for tomorrow’s technologies, then time is your greatest nemesis. Unless developing beautiful characters is your primary ambition, you need to customize a character which will provide the function you need now.   I have not had an opportunity to play with Mixamo yet. However, I will follow up as I discover more about this unique tool.

    As the Raconteur engine comes to life, I will definitely keep this service in mind.

  • Chris Crawford’s Part III

    I’m about half way through reading Chris Crawford’s “On Interactive Storytelling”. I am glad I picked up this version. After reading the older version I realized he has made many changes; mostly for the better.

    I do have to admit I am a bit concerned after reading Part III in his book, “Evolutionary Strategies”. He spends the four chapters analysing and criticizing all other attempts at Interactive Storytelling.  While his observations seem to hold water I am a bit concerned of his decided fatality of each of the prior media formats leaves very little opportunity to jump to the next level.

    The branching tree strategy seems very limited by its pure scale. I would agree this is far too limiting and not a good way to go..

    Interactive Fiction seems very interesting. I can’t help but wonder if the obstacles this format faces are not similar obstacles a successful interactive story telling engine will have to overcome. It seems like limited vocabulary and the rut stuck in puzzles will be very formidable to overcome.

    Role playing games are very dear to my heart. I loved playing Dungeons and Dragons when I was a kid. I love playing it with my kids. However, the warnings of the genre being too specialized and refined are valid. Folks who love role playing game don’t want interactive storytelling. However, I feel as if some kind of Juxtaposition between Interactive Fiction and Role Playing games is where Interactive Storytelling will need to grow from.

    I also agree that Video games can not be Interactive stories. they are two separate mediums and combining them will not only be expensive but time consuming and ultimately wasteful. I do love the end note of the chapter that hints at  procedurally generated environments. I like to deviate from the word “Procedural” and focus on Grammar Based Universes instead. I feel that GBU’s are a key component to Interactive Storytelling and thus I have devoted a large portion of my web site to this study.

    I wonder why Crawford did not consider movies. He basically tore apart this concept earlier in the book. I guess he felt it was not necessary to beat a dead horse. Indeed fil is almost as non-interactive as you can get. But there are some very important components in film which will need to migrate. Timelessness, witty dialogue, strong character rapport, mystery, suspense, thematic representation and allegorical reference will all need to be found in Interactive Storytelling if it will ever gain popularity.

    Interactive Storytelling will need to grow from one or all of these mediums. I hope Crawford can provide a little guidance in the rest of the book. Up to now I’m feeling a bit “hopeless”.