not an "embedded linear story" in a game (the most common story model for videogames, where a fixed story plays out in cut scenes, unintegrated into the gameplay mechanics).
I'm putting my notes under quote bars, but please take them as my interpretation of what I heard. (My notes, to be sure, were not anything like a complete transcript of the lecture. So nifty, in fact, that I will transcribe all the notes I took. Fortunately Mateas started by showing a trailer (youtube link), so I wasn't lost. (Admission of guilt: I never got around to playing Facade before I went to the lecture. The interface is a real-time, free-form, natural language text prompt the characters respond in spoken text and animated movement. They then proceed to have a horrible nasty argument and drag you into it. (What? Click on the link.) ( What? Okay, here: Facade is a short game in which two friends, Trip and Grace, invite you over for dinner. The talk naturally centered around Facade, an interactive drama released in 2005 by Mateas and Andrew Stern.Ģ005 was a long time ago now, which saves me the effort of explaining what Facade is. Mateas runs the Expressive Intelligence Studio at UC Santa Cruz. This past Thursday, I went to a talk by Michael Mateas: "The Authoring Challenge for Interactive Storytelling".