For the first time since I began speaking at the GDC three years ago I let the deadline for abstracts pass without submitting my roundtable proposal. I am still not sure why I no longer have an interest in moderating roundtables on the subject of Creating Emotional Involvement in Interactive Entertainment, but I am certain that I do not. As the deadline passed a few days ago I felt nothing but relief, despite the fact that I still believe emotional involvement is the key to our industry’s long-term success.
While I hope the industry will take this objective seriously in the future, right now, in general, the status quo stills reigns. Having seen the current approach in action for the better part of a decade, I confess I do not have the conviction necessary to protest against yet another round of graphics adoration and feature masturbation. Until the money people actually demand design and storytelling competence from developers, I don’t think all the lectures and roundtables in the world are going to convince developers to improve their skills and products.
For the record the ratings I received from the attendees at my roundtables were always very high, and there were always a number of committed people who were very interested in the subject matter. Unfortunately, they weren’t the ones turning yet another five million dollar budget into a steaming pile of development waste.
– Mark Barrett
From the beginnings of the computer game revolution, way back when some Ph.D. geek first decided this amazing new technology just had to be turned to the lofty pursuit of tic-tac-toe, there has been an implicit assumption that technology can and will solve any problems that come our way. Indeed, back then natural language processing was thought to be right around the corner, and the development of sentient AI seemed easily within reach. It was only a matter of time before humanoid robots became our confidants and contemporaries.
In the harsh reality of the following decades all attempts to build AI that can handle believable language interaction have failed. On the interactive fiction and storytelling front, the most agile programs remain unable to sustain suspension of disbelief for more than a moment or two. Even comparatively simple pursuits such as pathfinding and NPC behavior often destroy suspension of disbelief, forcing developers to turn to scripting and predetermination in order to keep players imaginatively involved in their games. Read more



