<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>NHT</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Multiplayer Games as a Template for Multiplayer Narratives: A Case Study With Dark Souls</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Callum Spawforth</string-name>
          <email>cs14g13@soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David E. Millard</string-name>
          <email>dem@ecs.soton.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Southampton</institution>
          ,
          <addr-line>Southampton</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>5</volume>
      <abstract>
        <p>Interactive Digital Storytelling (IDS) is an increasingly popular eld, with a number of novel systems emerging in the last few years. However, these systems have typically focused on narratives involving only a single person. In contrast, multiplayer video games are a common and popular form of entertainment. In this paper we ask whether the way in which these works might inspire a new generation of multi-player narratives. In particular we look at the multiplayer video game "Dark Souls" and consider the goals and inter-player interactions present within the game. We then reimagine what these might look like as multiplayer narratives, and demonstrate how they might be realised with a sculptural hypertext approach. We conclude that even within a single game there are a number of rich possibilities demonstrated, from asynchronous indirect examples where the players enrich each others worlds and exchange information, to synchronous direct examples where players have direct in uence over the choices of other players, and thus the outcomes of their stories.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Applied computing → Computer games; • Software and its
engineering → Interactive games; • Human-centered
computing → Hypertext / hypermedia; Collaborative interaction;
Collaborative and social computing devices; • Computing
methodologies → Modeling and simulation;
interactive storytelling, narrative, multiplayer, player interactions,
games</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Interactive Digital Storytelling (IDS) is a type of storytelling that
allows the reader to change the story through their actions. The
Copyright held by the author(s).
most popular examples of IDS can be found in digital games.
Examples range from emergent, simulation driven narratives (such as
Dwarf Fortress[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]) to pre-authored, structured narratives (such as
The Walking Dead[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]).
      </p>
      <p>
        Most of these games are single player as opposed to multiplayer.
This is despite the huge popularity of multiplayer games 1, their
recognised social bene ts[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and ability to heighten emotional
responses[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>A number of multiplayer games contain elements that can be
considered interactive narrative experiences. For example, the
Massively Multiplayer Online Roleplaying Game (MMORPG) World of
Warcraft2 contains "Dungeons", in which a group of players need
to overcome a highly-structured series of challenges in order to
receive a reward. A game such as Space Station 133 o ers a more
emergent form of storytelling, where the story arises from the
actions and experiences of the players. In this game, players take on
positions aboard a space station, with some players being
designated as "traitors". These "traitors" are assigned goals designed to
bring them into con ict with other players.</p>
      <p>
        These interactive narrative experiences can be considered a
limited form of multiplayer 4 narrative experience. But the
majority of the literature in the IDS space deals with singleplayer
narratives[
        <xref ref-type="bibr" rid="ref13 ref19 ref4 ref5">4, 5, 13, 19</xref>
        ]. There is little research in the area of
multiplayer narratives, despite the opportunities that it o ers, and the
popularity in non digital games (the most obvious example being
table top role-playing games).
      </p>
      <p>
        In this paper, we consider the dynamics of the multiplayer
experience present in a number of multiplayer games and attempt to
reimagine them into a narrative space. We propose an initial model
for multiplayer narrative and inter-player narrative interactions,
based on Sculptural Hypertext[
        <xref ref-type="bibr" rid="ref15 ref3">3, 15</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>BACKGROUND</title>
      <p>
        One of the rst IDS systems was TaleSpin, a system that
generated stories based on the answers a user provided to a series of
questions[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Since then, a number of novel systems have emerged,
particularly in the last 20 years[
        <xref ref-type="bibr" rid="ref13 ref19 ref3 ref5 ref6">3, 5, 6, 13, 19</xref>
        ]. These systems
typically fall into a number of categories. Emergent systems typically
attempt to create narrative through the simulation of a complex
world, creating narrative through the interactions of independent
1http://www.polygon.com/2017/1/27/14417214/how-many-people-play-overwatch25-million
2World of Warcraft o cial website: https://worldofwarcraft.com/en-us/
3Space Station 13 - Wiki of the most common distribution: http:/www.ss13.eu/wiki/
index.php/Main_Page
4The term "player" has been chosen as opposed to "multi-reader" or "multi-participant"
as we feel it best re ects common usage.
components[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Plot-based systems adopt a top-down view of
narrative, typically assembling a high-level plot from a number of
narrative components[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Structural systems are plot-based systems
that typically use a hand-crafted structure, such as a graph, o ering
a uni ed and well-formed experience, typically at the expense of
agency[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Some systems do not fall cleanly into any category, using
elements of each, such as Facade[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Facade is an interactive narrative
that places the player amidst a con ict between a couple engaged
in a heated argument. It adopts elements from both plot-based and
emergent approaches, representing the world as a simulation, with
the addition of a "Drama Manager". The drama manager adds and
retracts behaviours and discourse contexts for the characters, in an
attempt to manage the dramatic pacing of the narrative.
      </p>
      <p>
        Only a few systems exist within the multiplayer narrative space.
Fairclough and Cunningham proposed a multiplayer case-based
story engine that used a "story director" (SD) to assemble a plot
using moves from Propp’s morphology[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Characters could be
assigned to roles in each move by the SD. The system supported
multiple players by instantiating a story director for each. This
allowed the system to support multiple parallel plots or insert players
into di erent roles in a single plot. However, the multiplayer
component of the system was not evaluated and so how it performed is
unknown.
      </p>
      <p>
        A system proposed by Peinado and Gervas uses a knowledge
intensive case-based reasoning approach to plot generation[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
The system creates a single plot, allowing the players to navigate it
only as a group.
      </p>
      <p>
        In our work we propose using Sculptural Hypertext as a model
for multiplayer narratives. In a sculptural hypertext the author
creates a collection of narrative nodes. Each node has a set of
preconditions and e ects. Unlike traditional hypertext, all nodes
are potentially available, but links are removed based on the current
reading context. For a node to be accessible, all of its preconditions
must be satis ed by the world state. Visiting a node modi es the
reading context, revealing or hiding new nodes[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Despite its basic
underpinnings a number of more complex high level patterns can
be created using this system, such as parallel threads, or narrative
phasing [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Bernstein proposes the collaborative system Social Shark
using Card Shark as a base. Card Shark is a sculptural hypertext
implementation that treats each node as a card. Each card contains
a brief passage of the narrative. The player is dealt 7 cards, and
able to select any which have satis ed preconditions. This node is
visited, any e ects triggered, and then left "on the table", unable to
be reused. The player then receives another card, and the process
repeats. Social Shark deals a hand of cards to each player, who then
take it in turns to play possible cards. Each player receives points,
depending on the card played. Goals can be added to each player
utilising points, such as score maximisation. The game ends when
no more cards can be played. Similarly to the system by Peinado
and Gervas, players collaborate on a single narrative viewed from
a shared perspective.
      </p>
      <p>We are interested in this kind of collaborative multiplayer
narrative, in Social Shark multiple players take it in turn to in uence
a collectively experienced story, but clearly other models of
interaction are possible. For inspiration we have looked at the types
of interaction found in more traditional multiplayer games, and
explored how these might translate into multiplayer narratives.
3</p>
    </sec>
    <sec id="sec-4">
      <title>MULTIPLAYER GAMES AS NARRATIVE</title>
      <p>
        Multiplayer games consist of a number of signi cant gameplay
elements. Goals and interactions are areas frequently looked at as
signi cant to the multiplayer experience[
        <xref ref-type="bibr" rid="ref11 ref18 ref20 ref22 ref7">7, 11, 18, 20, 22</xref>
        ]. For the
purposes of this paper, interactions as de ned as "perceivable actions
that act as manifestations of the user-user and user-environment
interactions" as proposed by Manninen[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>In this section, we look at the video game "Dark Souls", identify
the inter-player interactions present and consider how to adapt
them to the narrative space.
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>Dark Souls - Game Description</title>
      <p>Dark Souls is a third-person action role-playing video game. Players
play as an "undead", a cursed human that is unable to die
permanently, who must collect resources known as souls and humanity
in order to prevent them becoming mindless like most of the other
undead. Mechanically, this is represented by "humanity", a resource
that can be expended to restore the player to human form. In this
form, the player games a number of bene ts, such as being able to
summon other players for aid.</p>
      <p>At the beginning of the game, the player’s character is
condemned to an undead asylum, which the player is required to
escape. Following that, they are left to explore the decaying world
outside of the asylum in a open-world fashion. Much of the history
of the world is implicit, told through the visual style of the game
and dialog with non-player characters (NPCs).</p>
      <p>The goal of the player is to progress through the game, defeating
a number of strong opponents so that they can make a nal
narrative choice at the end of the game - To usher in an age of darkness,
or to prolong "the age of re" and end the undead curse. A number
of sub-goals exist within the game in the form of tasks given to
the player by NPCs, or joinable groups known as "Covenants". The
player’s progression through the game can be considered to be in a
xed number of states, depending on several interactions with key
objects in the game, in addition to bosses defeated.</p>
      <p>Each player has an individual version of the game, independent
in almost all aspects, including progression and space. However, a
number of interactions between players still exist.</p>
      <p>The simplest interaction in Dark Souls is to leave a message
on the ground, which other players can later read. In order to do
this, players require an item, known as the "Orange Guidance
Soapstone". Using this item presents players with a dialogue, where they
construct a short phrase from a pre-made grammar. "Try Jumping"
and "Illusory Wall Ahead" are examples of messages. Each message
appears in the game of an unknown number of other players, and
may or may not be helpful. To aid in determining this, players can
add a positive or negative rating to the current message they’re
reading, which is visible to other players.</p>
      <p>The death of a player in Dark Souls forms a passive interaction.
When a player dies, there is the potential for a bloodstain to appear
on the ground in the games of other players. Should another player
stand on the bloodstain, they will witness a ghost of the dead
character, acting out their nal moments. This can provide a warning
of future danger to the other players.</p>
      <p>Dark souls also contains a cooperative play system that allows
players to directly ght and assist each other, called "summoning
signs". Players can place these signs on the ground, in a similar
way to messages, using the "White Sign Soapstone". These signs
appear in the games of other players, who can then interact with
them to summon that player into their game. A player can only
summon someone to assist if they are in human form, the area boss
is alive and they haven’t placed a summoning sign. The summoned
player appears as a copy of their avatar in the hosts’ game, with
a restricted set of abilities. The area is then sealed o , preventing
either player from exiting. The area can be unsealed by defeating
its boss or the summoned player dying. If the boss is successfully
defeated, the summoner’s game progresses, while the summoned
is returned to their own game with resources as a reward. If the
summoned player dies, they are returned to their own game with
no rewards.</p>
      <p>Several mechanics exist to begin player versus player ghts. Each
ght behaves very similarly: a copy of the invader’s avatar enters
the game of another player, with a restricted set of abilities and the
task of killing them. The winner of the ght receives resources as
a reward. The loser is sent back to their last checkpoint, possibly
losing a number of resources, depending on the mechanic used to
initiate the ght. A number of these mechanics operate in the same
way as the White Sign Soapstone. They place a sign that requires
the to-be-invaded player to interact with it. Others allow a player
to forcibly invade the game of another player. These mechanics
generally require the expenditure of an item, as in the case of the
"Cracked Red Eye Orb" or the invaded player to be in a speci c area,
as is the case for players who have a "Cat Covenant Ring" equipped.
All of the mechanics require the player to be in human form.
4</p>
    </sec>
    <sec id="sec-6">
      <title>DARK SOULS’ INTERACTIONS AS</title>
    </sec>
    <sec id="sec-7">
      <title>SCULPTURAL HYPERTEXT</title>
      <p>Our objective is to identify the interactions between players within
Dark Souls, and then reimagine these as narrative interactions in
a multiplayer story experience. How would the players interact
and be aware of each other, what is the impact and extent of their
agency?</p>
      <p>In each case we use a sculptural hypertext model to de ne the
interaction. As discussed in section 2, Sculptural hypertext is a
system that allows navigation of a set of nodes based on whether
a node’s preconditions are satis ed by the current system state,
known as the reading context. Our choice of sculptural hypertext is
based on it facilitating an authored approach, rather than utilising
narrative generation techniques.</p>
      <p>To model a multiplayer narrative one would need to create a
separate sculptural hypertext instances for each player. Each
instance is then given access to the reading context of the other
instances. Nodes can then be crafted whose conditions depends on
the other player’s context and therefore, their actions. This provides
the means for a player to in uence the narratives of others.
W r i t e a R e p o r t :</p>
      <p>C o n d i t i o n s :
{ p l a y e r 1 } h a s s e e n P r o f e s s o r Plum w i t h M i s s
White
{ p l a y e r 1 } a t { l o c a t i o n 1 }
E f f e c t s :
( 8 P l a y e r s ) r e p o r t a v a i l a b l e on
{ Plum White R e l a t i o n s h i p }
Read t h e F i l e :</p>
      <p>C o n d i t i o n s :
r e p o r t a v a i l a b l e on { Plum White R e l a t i o n s h i p }
{ p l a y e r 2 } a t { l o c a t i o n 2 }
Leaving a message for another player is a purely aesthetic change
to the narrative, but one that could in uence the receiving player’s
future decisions by giving them access to information from an
alternative story world. By limiting the set of messages the author
can control the extent and value of these interactions, as well as
forcing them to comply with the rules of the narrative itself (for
example, by referring only to the internal story world, or being in
the voice of a particular character).</p>
      <p>In Dark Souls these messages are typically functional (avoiding
an obstacle, warning of an impending enemy), but in a broader
narrative could also add detail or richness to the world, or expand on
the player’s understanding of a character’s motivation. For example,
imagine a simple murder mystery where other player’s messages
manifest as background information on suspects, provided by
detectives working on similar or past cases.</p>
      <p>
        In terms of a sculptural hypertext it assumes a set of players
experiencing the same murder mystery story (although not
necessarily simultaneously), and could be implemented through the
unlocking pattern[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], where a new "Read the File" diversionary
node in Player A’s story is unlocked by Player B visiting the "Write
a Report" node in their own story. Figure 1 shows an example.
4.2
      </p>
    </sec>
    <sec id="sec-8">
      <title>Involuntary Signalling of Signi cant Event</title>
      <p>Being aware of the death of a player is very similar to leaving a
message, except it is not voluntary, and lacks the richness of a
messaging system. Dark Souls focuses on player deaths, which
is entirely in line with the game’s aesthetic, but the idea could
be broadened in narrative terms to involuntary signalling of any
signi cant event that occurs to the player.</p>
      <p>For example, imagine a location-based ghost story where players
can encounter the ghost at a variety of di erent places according to
the way in which the story unfolds. When they do, in the stories of
other players, it changes the way in which that location is described.
For example, a warm sunlit garden could become cold and drab.
Just as in Dark Souls, this simultaneously adds richness to the story
world and provides clues to the player seeing the e ect.
Ghost E n c o u n t e r :</p>
      <p>C o n d i t i o n s :
{ p l a y e r 1 } a t { l o c a t i o n 1 }
( o t h e r c o n d i t i o n s t h a t i n d i c a t e an
e n c o u n t e r s h o u l d happen )
E f f e c t s :</p>
      <p>( 8 P l a y e r s ) g h o s t s e e n a t l o c a t i o n 1
D e s c r i p t i o n o f Garden :
( T e x t d e s c r i b e s warm and v i b r a n t g a r d e n )
C o n d i t i o n s :
{ p l a y e r 2 } a t { l o c a t i o n 1 }</p>
      <p>NOT g h o s t s e e n a t l o c a t i o n 1
D e s c r i p t i o n o f Garden :
( T e x t d e s c r i b e s c o l d and d r a b g a r d e n )
C o n d i t i o n s :
{ p l a y e r 2 } a t { l o c a t i o n 1 }
g h o s t s e e n a t l o c a t i o n 1</p>
      <p>In terms of sculptural hypertext this is also a form of unlocking,
but in this case the more speci c example of an alternative node
pattern. In this pattern, there are multiple versions of a single node
(that otherwise have the same location and place in the narrative)
but the version the player sees depends on their reader context.
This was imagined to deal with things like alternative descriptions
of a place depending on the time of day, but could equally be
applied to this kind of involuntary inter-player signalling. Again the
assumption is that a set of players are experiencing same story.
Figure 2 shows an example of how this might be implemented.
4.3</p>
    </sec>
    <sec id="sec-9">
      <title>Collaborative Simultaneous Interactions</title>
      <p>Summoning Signs are a much more complex interaction as they
summon another player into your world to help you directly. To do
this requires a simultaneous experience. There are also two distinct
viewpoints within the narrative - one for each player.</p>
      <p>Simultaneous experiences require that a sculptural hypertext
front end continuously polls the engine, as it is no longer just this
players actions that can change their state, but also the actions
of other independent players acting in real time. Thus a player
contemplating which choice to make on a list might suddenly see
that list change, as another player makes their choices.</p>
      <p>For example, consider a romantic adventure where the players
are angels sent to Earth to guide and protect a young couple destined
for love. Each player is assigned one half of the couple and their
narrative follows that person throughout the romance, but the
interventions of each player impacts on the experience and possible
actions of the other, as they try to manoeuvre the pair to nd love.</p>
      <p>This is about as far removed from the Dark Souls premise as you
can get, but functionally follows the same collaborative
simultaneous interactions. Figure3 shows an example of how part of this
Romeo r e j e c t s R o s a l i n e :</p>
      <p>C o n d i t i o n s :
{ p l a y e r 1 } f o l l o w s Romeo
( o t h e r n a r r a t i v e c o n d i t i o n s . . . )
E f f e c t s :</p>
      <p>( 8 P l a y e r s ) Romeo has r e j e c t e d R o s a l i n e
J u l i e t and P a r i s meet :
( T e x t has P a r i s m e n t i o n i n g Romeo and R o s a l i n e )
C o n d i t i o n s :
{ p l a y e r 2 } f o l l o w s J u l i e t</p>
      <p>NOT Romeo has r e j e c t e d R o s a l i n e
E f f e c t s :</p>
      <p>( 8 P l a y e r s ) J u l i e t i s u n s u r e o f Romeo
J u l i e t and P a r i s meet :
( T e x t makes no mention o f R o s a l i n e )
C o n d i t i o n s :
{ p l a y e r 2 } f o l l o w s J u l i e t</p>
      <p>Romeo has r e j e c t e d R o s a l i n e
E f f e c t s :</p>
      <p>( 8 P l a y e r s ) J u l i e t i s i n t r i g u e d by Romeo
interaction might be encoded as sculptural hypertext nodes, using
the same alternative node pattern as above.</p>
      <p>In Dark Souls this whole collaborative venture occurs as a
multiplayer encounter within a singleplayer game, as the player has
to use a summoning stone to bring in the second player. There is a
primary player who has existed for the duration of the game, and a
assisting player that is only temporarily part of the game world.</p>
      <p>This whole collaborative encounter is e ectively part of a
significant foldback pattern. In this pattern, the narrative branches (in
this case to be either single player or multi-player) and then returns
to the same point. This is shown in Figure 4.</p>
      <p>In our romance example, this re-conceptualises the story as a
single player experience where the player plays an Angel following
both characters. However they can (at some strategic point)
summon in another player representing another Angel to assist them,
with each Angel a ecting one half of the couple. Such encounters
are likely to be very di cult to both author and successfully run.
This is because it requires players to be matched dynamically, rather
than choosing to play together from the o set.
4.4</p>
    </sec>
    <sec id="sec-10">
      <title>Competitive Simultaneous Interactions</title>
      <p>The last interactions we described in Dark Souls are those that
initiate a player versus player ght. These fall into two major categories:
voluntary summoning and forcibly invading another player’s game.
Forced invasion can occur either through item use or the player to
be invaded entering a restricted area.</p>
      <p>In a narrative this has the same dynamics as the collaborative
simultaneous interactions, but now the goals of the two players
are at odds, and the reading becomes a competition to see who
can prevail. For example, a spy story in which the players follow
characters on opposing sides. In terms of sculptural hypertext this
could be implemented in a very similar way to our romance example
above.</p>
      <p>However, one problem with this type of narrative is likely to be
the importance of speed. The player that acts rst, or acts mosts,
will be at an advantage, and thus likely to skim read or skip
narrative information presented to them. Thus competitive multiplayer
narratives are likely to need some kind of system to regulate the
rate at which choices are made (for example, by requiring a certain
time to elapse between choices, or by giving players credits to spend
on choices and replenishing this supply at some regular interval).
5</p>
    </sec>
    <sec id="sec-11">
      <title>CONCLUSION</title>
      <p>In this paper we investigated the potential of multi-player
narratives. We did this by looking at the multiplayer game Dark Souls and
considered the goals of each player and the interactions available
between players. We then reimagined these as narrative
interactions, gave examples of multiplayer stories that might use these
types of interactions, and showed how they might be implemented
by a sculptural hypertext system.</p>
      <p>This initial work shows that even within one game we can see
the inspiration for many di erent types of multiplayer narrative,
from asynchronous indirect examples where the players enrich each
others worlds and exchange information, to synchronous direct
examples where players have direct in uence over the choices of
other players, and thus the outcomes of their stories.</p>
      <p>Although we focused on goals and interactions, the case study
also shows that timing and information
ow are signi cant for
the player’s experience of narrative. And that while sculptural
hypertext seems a promising model for multi-player narratives,
the assumptions behind sculptural systems may need to change
to enable them (for example, by introducing rules on the rate of
choices, and by active rather than passive polling of the reader
state).</p>
      <p>It is clear that this work only scratches the surface of what might
be possible with multiplayer narratives. For our future work we
propose to undertake a more systematic analysis of multiplayer
games, expanding both the range of games and genres, and also the
factors by which those games are characterised. Our hope is that
this will reveal a wide range of multiplayer models, each of which
could potentially by translated to a multiplayer narrative model
that could be prototyped in a sculptural system and explored in
greater depth.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>The</given-names>
            <surname>Walking Dead Season One Plot Graph</surname>
          </string-name>
          . (????).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Ruth</given-names>
            <surname>Aylett</surname>
          </string-name>
          .
          <year>1999</year>
          .
          <article-title>Narrative in virtual environments-towards emergent narrative</article-title>
          .
          <source>In Proceedings of the AAAI fall symposium on narrative intelligence</source>
          .
          <fpage>83</fpage>
          -
          <lpage>86</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Mark</given-names>
            <surname>Bernstein</surname>
          </string-name>
          .
          <year>2001</year>
          .
          <article-title>Card Shark and Thespis: Exotic Tools for Hypertext Narrative</article-title>
          .
          <source>In Proceedings of the 12th ACM Conference on Hypertext and Hypermedia (HYPERTEXT '01)</source>
          . ACM, New York, NY, USA,
          <fpage>41</fpage>
          -
          <lpage>50</lpage>
          . DOI:https: //doi.org/10.1145/504216.504233
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>M.</given-names>
            <surname>Cavazza</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Charles</surname>
          </string-name>
          , and
          <string-name>
            <given-names>S. J.</given-names>
            <surname>Mead</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>Character-based interactive storytelling</article-title>
          .
          <source>IEEE Intelligent Systems 17, 4 (July</source>
          <year>2002</year>
          ),
          <fpage>17</fpage>
          -
          <lpage>24</lpage>
          . DOI:https: //doi.org/10.1109/MIS.
          <year>2002</year>
          .1024747
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Angelo</surname>
            <given-names>E. M.</given-names>
          </string-name>
          <string-name>
            <surname>Ciarlini</surname>
          </string-name>
          , Cesar T. Pozzer, Antonio L. Furtado, and Bruno FeijÃş.
          <year>2005</year>
          .
          <article-title>A Logic-based Tool for Interactive Generation and Dramatization of Stories</article-title>
          .
          <source>In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE '05)</source>
          . ACM, New York, NY, USA,
          <fpage>133</fpage>
          -
          <lpage>140</lpage>
          . DOI:https://doi.org/10.1145/1178477.1178495
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>Chris</given-names>
            <surname>Fairclough and PÃądraig Cunningham</surname>
          </string-name>
          .
          <source>A Multiplayer Case Based Story Engine. Citeseer.</source>
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>Franca</given-names>
            <surname>Garzotto</surname>
          </string-name>
          .
          <year>2007</year>
          .
          <article-title>Investigating the educational e ectiveness of multiplayer online games for children</article-title>
          .
          <source>In Proceedings of the 6th international conference on Interaction design and children. ACM</source>
          ,
          <volume>29</volume>
          -
          <fpage>36</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Pablo</surname>
            <given-names>GervÃąs</given-names>
          </string-name>
          , BelÃľn DÃŋaz-Agudo,
          <string-name>
            <given-names>Federico</given-names>
            <surname>Peinado</surname>
          </string-name>
          , and Raquel HervÃąs.
          <year>2005</year>
          .
          <article-title>Story plot generation based on CBR</article-title>
          .
          <source>Knowledge-Based Systems 18, 4âĂŞ5 (Aug</source>
          .
          <year>2005</year>
          ),
          <fpage>235</fpage>
          -
          <lpage>242</lpage>
          . DOI:https://doi.org/10.1016/j.knosys.
          <year>2004</year>
          .
          <volume>10</volume>
          .011
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Isabela</given-names>
            <surname>Granic</surname>
          </string-name>
          ,
          <source>Adam Lobel, and Rutger CME Engels</source>
          .
          <year>2014</year>
          .
          <article-title>The bene ts of playing video games</article-title>
          .
          <source>American Psychologist</source>
          <volume>69</volume>
          ,
          <issue>1</issue>
          (
          <year>2014</year>
          ),
          <fpage>66</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Charlie</surname>
            <given-names>Hargood</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mark J Weal,</surname>
          </string-name>
          and
          <string-name>
            <given-names>David E</given-names>
            <surname>Millard</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Patterns of Sculptural Hypertext in Location Based Narratives Categories and Subject Descriptors</article-title>
          .
          <source>Proceedings of the 27th ACM Conference on Hypertext and Social Media</source>
          (
          <year>2016</year>
          ),
          <fpage>61</fpage>
          -
          <lpage>70</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>T.</given-names>
            <surname>Manninen</surname>
          </string-name>
          .
          <year>2000</year>
          .
          <article-title>Interaction in networked virtual environments as communicative action: social theory and multi-player games</article-title>
          .
          <source>IEEE Comput. Soc</source>
          ,
          <volume>154</volume>
          -
          <fpage>157</fpage>
          . DOI:https://doi.org/10.1109/CRIWG.
          <year>2000</year>
          .885173
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>Tony</given-names>
            <surname>Manninen</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>Interaction forms in multiplayer desktop virtual reality games</article-title>
          .
          <source>In VRIC2002 Conference</source>
          , Vol.
          <volume>223</volume>
          . 232.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>Michael</given-names>
            <surname>Mateas</surname>
          </string-name>
          and
          <string-name>
            <given-names>Andrew</given-names>
            <surname>Stern</surname>
          </string-name>
          .
          <year>2003</year>
          .
          <article-title>Facade: An experiment in building a fully-realized interactive drama</article-title>
          .
          <source>In Game developers conference</source>
          , Vol.
          <volume>2</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>James</surname>
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Meehan</surname>
          </string-name>
          .
          <year>1977</year>
          .
          <article-title>TALE-SPIN, An Interactive Program that Writes Stories.</article-title>
          .
          <source>In Ijcai</source>
          , Vol.
          <volume>77</volume>
          .
          <fpage>91</fpage>
          -
          <lpage>98</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>David</surname>
            <given-names>E.</given-names>
          </string-name>
          <string-name>
            <surname>Millard</surname>
            , Charlie Hargood,
            <given-names>Michael O.</given-names>
          </string-name>
          <string-name>
            <surname>Jewell</surname>
            , and
            <given-names>Mark J.</given-names>
          </string-name>
          <string-name>
            <surname>Weal</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Canyons, deltas and plains</article-title>
          .
          <source>Proceedings of the 24th ACM Conference on Hypertext and Social Media - HT '13</source>
          (
          <year>2013</year>
          ),
          <fpage>109</fpage>
          -
          <lpage>118</lpage>
          . DOI:https://doi.org/10.1145/2481492. 2481504
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>Federico</given-names>
            <surname>Peinado</surname>
          </string-name>
          and
          <article-title>Pablo GervÃąs. Transferring Game Mastering Laws to Interactive Digital Storytelling</article-title>
          . In SpringerLink. Springer Berlin Heidelberg,
          <fpage>48</fpage>
          -
          <lpage>54</lpage>
          . DOI:
          <volume>10</volume>
          .1007/978-3-
          <fpage>540</fpage>
          -27797-
          <issue>2</issue>
          _
          <fpage>7</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>Niklas</surname>
            <given-names>Ravaja</given-names>
          </string-name>
          , Timo Saari, Marko Turpeinen, Jari Laarni, Mikko Salminen, and
          <string-name>
            <given-names>Matias</given-names>
            <surname>Kivikangas</surname>
          </string-name>
          .
          <year>2006</year>
          .
          <article-title>Spatial presence and emotions during video game playing: Does it matter with whom you play?</article-title>
          <source>Presence: Teleoperators and Virtual Environments</source>
          <volume>15</volume>
          ,
          <issue>4</issue>
          (
          <year>2006</year>
          ),
          <fpage>381</fpage>
          -
          <lpage>392</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <surname>Christian</surname>
            <given-names>Reuter</given-names>
          </string-name>
          , Viktor Wendel, Stefan GÃűbel, and
          <string-name>
            <given-names>Ralf</given-names>
            <surname>Steinmetz</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Game design patterns for collaborative player interactions</article-title>
          .
          <source>In Proceedings of DiGRA.</source>
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>Mark</given-names>
            <surname>Owen Riedl</surname>
          </string-name>
          and
          <string-name>
            <given-names>R. Michael</given-names>
            <surname>Young</surname>
          </string-name>
          .
          <year>2004</year>
          .
          <article-title>An Intent-Driven Planner for Multi-Agent Story Generation</article-title>
          .
          <source>In Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1 (AAMAS '04)</source>
          . IEEE Computer Society, Washington, DC, USA,
          <fpage>186</fpage>
          -
          <lpage>193</lpage>
          . DOI:https://doi. org/10.1109/AAMAS.
          <year>2004</year>
          .63
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>JosÃľ</given-names>
            <surname>Bernardo Rocha</surname>
          </string-name>
          , Samuel Mascarenhas, and
          <string-name>
            <given-names>Rui</given-names>
            <surname>Prada</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>Game mechanics for cooperative games</article-title>
          .
          <source>ZON Digital Games</source>
          <year>2008</year>
          (
          <year>2008</year>
          ),
          <fpage>72</fpage>
          -
          <lpage>80</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>James</given-names>
            <surname>Owen</surname>
          </string-name>
          <string-name>
            <surname>Ryan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Michael</given-names>
            <surname>Mateas</surname>
          </string-name>
          , and
          <string-name>
            <surname>Noah</surname>
          </string-name>
          Wardrip-Fruin.
          <year>2015</year>
          .
          <article-title>Open Design Challenges for Interactive Emergent Narrative</article-title>
          .
          <source>In Interactive Storytelling: 8th International Conference on Interactive Digital Storytelling, ICIDS</source>
          <year>2015</year>
          , Copenhagen, Denmark,
          <source>November 30 - December 4</source>
          ,
          <year>2015</year>
          , Proceedings, Henrik Schoenau-Fog, Emilio Luis Bruni, Sandy Louchart, and Sarune Baceviciute (Eds.). Springer International Publishing, Cham,
          <fpage>14</fpage>
          -
          <lpage>26</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <given-names>JosÃľ</given-names>
            <surname>Pablo Zagal</surname>
          </string-name>
          , Miguel Nussbaum, and
          <string-name>
            <given-names>Ricardo</given-names>
            <surname>Rosas</surname>
          </string-name>
          .
          <year>2000</year>
          .
          <article-title>A model to support the design of multiplayer games</article-title>
          .
          <source>Presence: Teleoperators and Virtual Environments</source>
          <volume>9</volume>
          ,
          <issue>5</issue>
          (
          <year>2000</year>
          ),
          <fpage>448</fpage>
          -
          <lpage>462</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>