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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Automatic identification of secondary narratives in videogames⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alejandro Marín</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alejandro Ruiz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos León</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Software Engineering and Artificial Intelligence Computer Science Faculty Universidad Complutense de Madrid 28040</institution>
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Computational narrative is a complex field. While the computational processing of narratives has been tackled from diferent perspectives, the literature has focused on the analysis of a main plot, even if it is composed of diferent narrative sub-plots. However, modern narrative often involves additional threads that complement, justify or enhance the main narrative. This is commonly observed in narrative in video games. In this paper, we present a computational engine that can automatically diferentiate between primary and secondary stories. This diferentiation is based on the identification of a number of features that are believed to be key factors in the classification. We have analyzed a number of stories by using a simple game prototype with several stories, and a prototype assessment of the efectiveness of the system with human players has been carried out. Results indicate the hypothesized features can certainly be used to identify or produce secondary stories linked to a main plot.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;computational narrative</kwd>
        <kwd>secondary plot</kwd>
        <kwd>videogames</kwd>
        <kwd>narrative features</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        There exist many eforts towards achieving rich narrative generation, particularly in
videogames[
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5">1, 2, 3, 4, 5</xref>
        ]. In an interactive system like video games, factors such as the designer
and the player are added. The narrator (designer) communicates a series of narrative events to
the reader (player), and their interaction alters the state of the events, creating or advancing the
events. An artificial intelligence can intervene or assist in the process, either by controlling
the world and characters to create new situations (simulation-based model), or guiding the
player by generating partial stories to maintain the designer’s original idea. Telling stories is
always and complicated, but doing so in videogames has an added dificulty and that is that the
player, the audience of said story, has the option to interact with the videogame and thus afect
the narrative in some way [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This ofers many possibilities, since the experiences that some
players have will be unique from those of others simply because they will have made diferent
decisions. However, managing all the stories that make up a video game is complicated. This
is due to all of the diferent ways to present a story within it, related with all of the diferent
genres that exist. In Half Life, the story is presented as if the player was the main character
and is the one provoking all of what is happening within it, but it doesn’t give that much of a
choice on how the story will develop. However, games like Fallout: New Vegas and Persona
5 which are Role Playing Games, give the player the opportunity to choose how they want
to experiment the story. All the stories in these games are still all planned by the developers.
From a narrative perspective, there are diferent levels of importance attributed to diferent
storylines. The most important is the main narrative, which is considered the most significant
by both the author and the audience. This narrative typically serves as the catalyst for the plot
and everything that follows. On the other hand, there are some side stories that accompany the
main plot and occur normally at the same time, which are considered as secondary narratives.
In this work we look for a way to develop a system capable of classifying the diferent stories
of a video game into main and secondary ones and that can then provide these stories to the
player.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Features used to diferentiate between narratives</title>
      <p>
        In order to diferentiate the narratives that make up a video game into main and secondary
ones,this research proposes to represent stories and narratives in a classic way, observing the
writing style of certain novel authors who structure their stories through chapters that are in
turn composed of diferent scenes using the following structure: Story - Chapters - Scenes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
The presence of characters and the places visited through out the story, due to the tendency to
open worlds within video games, is also considered. Therefore, the following starting hypothesis
was established: the main narratives are those that are the longest in terms of the number of
chapters, those that visit a greater number of places and those that contain a greater number of
characters, compared to the rest of the stories that make up said video game. More formally,
we compute the next formula for each subnarrative in order to identify the most prominent
ones (CW is the relative weight of chapter length= 33.3%, CL represents the number of chapters,
NCW is the weight of the number of characters= 33.3%, NC represents the number of characters,
PW is the weight of places visited= 33.3%, and PV represents the places visited). The weight
values correspond to the values assigned in the experiment: ( * )+( * )+(  *   ) .
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Prototype, experiment and results</title>
      <p>In order to test the hypothesis, an simple videogame in which to develop the plot has been
developed. This environment includes a main story together with the necessary requirements,
and several secondary stories. The content of the stories was given the same amount of semantic
relevance in the story. Only the values of chapters, characters and places were diferent. The
story was implemented in a simple prototype, using a 2D style with RPG modality to develop
each of the plots in a setting set in medieval fantasy. Only two small cities, a forest and a
dungeon that connects them and a maze were present in the prototype. In addition, the game
implements some systems necessary to progress, such as the player’s interaction with the game
elements and control system, as well as managing the progress of the stories by starting diferent
dialogues, advancing between the diferent chapters of the plots. The main story is loaded
and executed from the beginning, while the secondary ones are executed by interacting with
specific elements of the setting, such as some NPCs or some object. In order for the results of
the experiment to be as objective as possible, the game was organized in a way that the players
would not know which was the main story and which ones were the secondaries. Therefore,
all stories started at the same town talking to diferent NPCs and triggering their respective
storyline. A total of 10 people (3 women and 7 men, from 19 to 63 years old) participated in the
experiment. The participants were given access to a questionnaire gathering the time spent in
the game; perception of the game as a whole, such as the number of stories he/she has been
able to identify and which of all those he/she considers as main; and analysis of each of the
game to know how involved the variables of the hypothesis are in identifying stories. For the
ifrst story, which was designed to be the main narrative for this prototype, 9 out of 10 players
found it and completed it and 8 of them considered it as the main narrative. Then they were
asked for more information and why they considered this story as the main narrative of the
game. The reasons why this was considered were because of the narrative importance, the
characters involved in it and the objects that took part on it. It is also relevant to point out that
7 out of the 8 people who considered it the main narrative, was because this story is the first
one to be played in the game. As for the length of the story it was considered to be of a medium
duration. Most of the people found it to have a normal length. As for the number of characters
involved it was also considered to be of a normal quantity. The second story was played by
9 out of the 10 total players. However, none of the players that found and played this story
considered it to be the main narrative of the game. When asked if this story could be considered
as the main narrative only 22.2% of the players considered it to be relevant enough to work as a
main narrative plot. The people who considered it said that it was the most developed story,
while the rest of the players said that it was too short to be the main plot. It was mentioned
as well that this story’s ending is not very open and is hard for it to be continued. For the
duration of the story, as mentioned before, it was considered by most of the players to be too
short. As for the characters quantity, it was considered to be enough and normal. In he third
story only 70% of players interacted with it, making this story to be not very well situated
for the players to locate it. Also, it was not considered to be the main narrative by all of the
testers who found it, making it’s design as a secondary narrative correct. However, contrary to
the second one, 100% of the players said that it couldn’t be the main plot of the game. One of
the arguments given for this was that there was too many characters and with little narrative
relevance, which gives the result that it does not matter the quantity of the characters, but
the narrative importance of those characters. This will be important because it will afect the
ifnal equation. The fourth story, it was played by the 80% of the players, which made it the
second most played secondary story. As for the classification of the story, seven out of the eight
players considered it as a secondary narrative. However, three out of eight said that it could be
considered as the main narrative. This was because of the open ending and the possibility to
continue it. As for the length of the story and the quantity of characters it was considered to be
of a medium-short length with a small quantity of characters. This reinforced the idea that the
quantity of characters was not that relevant against the narrative relevance. Table 1 shows the
results.</p>
      <p>Chapter
33
33
22.2
11.1</p>
      <p>Characters Places
26.6 50
9.39 42.85
37.3 28.5
22.8 28.5</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions and future work</title>
      <p>An automatic story categorization model, capable of diferentiating between main and secondary
stories has been developed, and a simple experiment has been run. The results are partially
positive and the model is scalable, but the experiments are limited by the number of participants
and the impact of the hand-written narratives. Other aspects could also help to refine the
approach. For instance as the importance of objects, which according to the surveys carried out
with the players in both phases of the experiment could be just as important as the variable
centered on the importance of characters. It was observed that stories with open endings have
also captured the attention of respondents, who considered that the stories could continue and
be much larger than what was seen in the prototype. Finally, the location of the character that
starts the story is also very relevant, since if the NPC in charge of said task is near the player
once the game starts, the player has to relate it to the main story.</p>
    </sec>
  </body>
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