Interactive storytelling (also known as interactive drama ) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.
130-423: Until Dawn is a 2015 interactive drama horror game developed by Supermassive Games and published by Sony Computer Entertainment . Players assume control of eight young adults who have to survive on Blackwood Mountain when their lives are threatened. The game features a butterfly effect system in which players must make choices that may change the story. All playable characters can survive or die, depending on
260-418: A 1952 cave-in on the mountain that trapped a group of miners. Mike finds Jessica either dead or alive, but the elevator she is found in falls, convincing Mike she is dead. Meanwhile, Josh, Ashley, Chris, and Sam find themselves terrorized by a masked man in the lodge. Josh is bisected in a torture device set up by the masked man, who then pursues Sam through the building's lower levels. The masked man's torment of
390-427: A QTE can result in a character's death. Carter liked the game's world-building , which he said is extensive and intriguing. He also praised the cast's performances—singling out Peter Stormare 's performance as therapist Dr. Hill—and the intermission sessions that became increasingly disturbing as the game progressed. Ray Corriea also enjoyed the cast's performances along with Graves' soundtracks, which she said elevate
520-549: A balanced dramatic structure and user agency. A dramatically interesting narrative experience is one that moderates tension between characters and events over time, such that conflicts arise logically and are not left without resolution. It must also differ noticeably on every "playthrough" as a function of the user's freedom to interact with characters and objects in the virtual world. This can be achieved to varying degrees of success by branching, emergent, character-driven, and plot-driven systems, but no existing system fully achieves
650-427: A cavalier attitude toward killing off characters; players were expected to have little emotional connection to their characters, though many allowed players to save their characters' progress. Few single-player RPGs exhibit death that is truly permanent, as most allow the player to load a previously saved game and continue from the stored position. The subgenre of roguelike games is an exception, where permadeath
780-539: A character's death, though it would send the characters to "harder, more treacherous paths". Byles described the game as "glib" and "cheesy", and said the story and the atmosphere were similar to a typical teen horror movie. The film was inspired by a number of classic movies; the developers observed horror tropes and clichés that can be subverted in the game. These films included Psycho , The Haunting , The Exorcist , Halloween , Poltergeist , Evil Dead II , and The Conjuring . Fessenden and Reznick wrote
910-400: A checkpoint on "death", resurrection of their character by a magic item or spell, or being able to load and restore a saved game state to avoid the death situation. The mechanic is frequently associated with both tabletop and computer-based role-playing games , and is considered an essential element of the roguelike genre of video games. The implementation of permadeath can vary depending on
1040-582: A cliff's edge. No bodies are found by the police and the sisters are declared missing. A year later, Hannah and Beth's brother Josh ( Rami Malek ) invites the group from the previous party – Hannah's friend Sam Giddings ( Hayden Panettiere ), Josh's friend Chris Hartley ( Noah Fleiss ), Chris' mutual love interest Ashley Brown ( Galadriel Stineman ), new couple Emily Davis ( Nichole Sakura ) and Matt Taylor ( Jordan Fisher ), Emily's ex-boyfriend Mike Munroe ( Brett Dalton ), and Mike's new girlfriend Jessica Riley ( Meaghan Martin ) – back to
1170-419: A computer game, and encourage the actions of a user in such a way as to form a coherent plot. With a sufficiently complex system, emergent behavior may form story-like behavior regardless of the user's actions. Secondly, data-driven strategies have a library of "story components" which are sufficiently general that they can be combined smoothly in response to a user's actions (or lack thereof). This approach has
1300-511: A dead character, the penalty is relatively minor compared to being forced to create a new character. Therefore, the primary change permadeath creates is to make a player's decisions more significant; without it there is less incentive for the player to consider in-game actions seriously. Those seeking to risk permanent death feel that the more severe consequences heighten the sense of involvement and achievement derived from their characters. The increased risk renders acts of heroism and bravery within
1430-405: A drama manager, a user model, and an agent model. The drama manager is responsible for guiding the narrative by searching and executing story "beats" in a coherent sequence, refining story events by providing new information and reconciling contradictory plots, and collaborating with the agent model to choose the best narrative actions for the characters. It monitors a number of overview variables in
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#17328911092651560-412: A fight between the wendigos causes a gas leak, Mike and Sam work together to destroy the lodge, leading to an explosion that kills Hannah, the remaining wendigos, and possibly some of the survivors. Following the explosion, rescue helicopters arrive to retrieve whoever has survived until dawn. In the ending credits, any surviving characters, excluding Josh, are interviewed by the police about the events on
1690-429: A game engine without detracting from the effectiveness of both. Emerging voices in the field, however, argue for the possibilities of adding narrative complexity and realistic characters to existing video game genres. Using MADE (Massive Artificial Drama Engine), a team of AI researchers developed a genetic algorithm to guide emergent behavior for secondary non-player characters (NPCs) based on literary archetypes . In
1820-510: A greater emphasis on narrative than Supermassive's previous games, such as Start the Party! . The proposed game would be a horror game that resembled a slasher film and it would be designed for a younger audience that publisher Sony Computer Entertainment had courted with the Move. Supermassive hired American writers Larry Fessenden and Graham Reznick, both of whom had worked on horror movies, to write
1950-450: A lifelike experience. AIs do not yet have a human grasp of the rules of drama and narrative, so existing interactive dramas produce a limited number of significantly different story outcomes, relative to the amount of labor required of the author. There have been several attempts at formalizing an evaluation system for interactive dramas, despite the fact that all existing projects are still in experimental stages. Player agency and fun remain
2080-438: A lot of player choice becomes a much more expensive proposition for a developer." IF and video games, to balance user choice with authorial effort, must constrain the directions the narrative can take with puzzles, battles, or unchangeable plot points and bottlenecks, all of which detract from a sense of immersion. Only the most critical of the user's narrative choices are used or remembered in narrative development, according to
2210-486: A marketing strategy for building a compelling brand across digital platforms. Varying levels of interactivity are a function of the "relatedness of transmitted messages with previous exchanges of information where sender and receiver roles become interchangeable." Storytelling, in this case, refers to the process of active creation and authoring rather than the final product and its passive reception. Interactive storytelling by this definition can entail any media that allows
2340-480: A medicated Sam trying to get over the events on Blackwood Mountain, with a bleeding scar on her arm, only to be interrupted by a stranger's voice at the door. British developer Supermassive Games served as the game's developer. Its existence was revealed after a trademark for Until Dawn was discovered. The studio began discussing an idea for a new game for the PlayStation 3 's PlayStation Move accessory, which had
2470-432: A more realistic world, but a majority of players preferred not to risk permadeath for their characters. As a result, while they occasionally announce games that feature permadeath, most either remove or never ship with it so as to increase the game's mass appeal. Proponents of permadeath claim the risk gives additional significance to their in-game actions. While games without it often impose an in-game penalty for restoring
2600-500: A new character. These games typically have rules to stave off this permadeath, such as through resurrection spells, since this would allow players to remain committed to their character. Although permadeath mechanic is primarily used for role-playing and rogue-like video games, both platform games made in Flash , You Only Live Once (2009) and One Chance (2010), has together been frequently cited in video game literature as an example of
2730-414: A new mechanic, "Stay Calm", was introduced for third-party peripherals that lack gyroscope functionality, ensuring players can still experience similar gameplay tension without the need for motion controls. Until Dawn received "generally favorable" reviews from critics, according to review aggregator website Metacritic . Jeff Marchiafava from Game Informer wrote that Supermassive Games had "polished
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#17328911092652860-434: A previously saved file to prevent cheating . This makes it impossible to revert choices with unfavorable outcomes. The only ways to change the player's choice are to restart the game or to continue to the end and start a new game. There are hundreds of endings, which are the outcomes of 22 critical choices players can make in the game. The game is divided into 10 chapters. There is an intermission between each chapter in which
2990-475: A psychiatrist, Dr. Hill ( Peter Stormare ), addresses the player directly (seemingly breaking the fourth wall ). He analyses the player's fears along with choices they have made. During a party at her lodge on Blackwood Mountain, a cruel prank causes Hannah Washington (Ella Lentini) to run into the woods. Hannah's twin sister Beth (also Lentini) finds her, but the two are pursued by a flamethrower -wielding stranger ( Larry Fessenden ), resulting in them falling off
3120-470: A script of nearly 10,000 pages. The playable characters were set up as typical horror movie archetypes but as the narrative unfolded, these characters would show more nuanced qualities. The writers felt that, unlike films, games can use quieter moments for characters to express their inner feelings. With the game's emphasis on players' choices, players can no longer "laugh" at the characters' decisions because they must make these decisions themselves. It enables
3250-501: A set of story templates. Although Crawford described it as the "wrong approach to development systems [...] incomprehensible to the kind of creative talent needed for storytelling," it continues to be discussed as a research and approach and genetic algorithm continue to be considered a potential tool for use in the area. Figa and Tarau have used WordNet to build technologies useful to interactive storytelling. This approach defines 'story traces' as an abstract reduction (or skeleton) of
3380-567: A short period but later eliminated that functionality after other players targeted them. Even World of Warcraft has a following of players who call it the "Hardcore Challenge". Players who join this challenge use an addon in their game to track their combat. If their character ever dies, the rule is they must delete their character. Proponents attribute a number of reasons why others oppose permadeath. Some attribute tainted perceptions to poor early implementations. They also believe that confusion exists between " player killing " and permadeath, when
3510-443: A storm. An unknown creature causes the radio tower to collapse into the mines, separating Matt and Emily. Looking for a way out, Emily stumbles upon the location where Beth and Hannah fell, with Beth's severed head located nearby. She later is chased by the creature on her way out of the mines. Mike reunites with Sam just as the masked man appears before them and Ashley and Chris. The masked man reveals himself as Josh, who orchestrated
3640-455: A story, and 'story projection' as a fragment of a story that can be treated as a single dramatic building block. This work seeks to build up large repositories of narrative forms in such a way that these forms can later be combined. As defined by Stephen Dinehart, Interactive narrative design combines ludology , narratology and game design to form interactive entertainment development methodologies. Interactive entertainment experiences allow
3770-489: A strong narrative element frequently avoid permadeath. Permadeath of individual characters can be a factor in party -based tactical role-playing games like the games from the Fire Emblem Series. In these games, the player generally manages a roster of characters and controls their actions in turn-based battles while building their attributes, skills, and specializations over time. If these characters fall in combat,
3900-587: A suburb of the city of Le Havre in France and more than 100 local music groups. The website platform offers an active visit through five media – radio, TV, book, series, music video. The users can choose among a wide range of material which topics, actress(es) and music they want to appear/listen to and they can edit their own episodes or music videos. It was nominated at the Côté Court short film festival in Pantin (Paris) in
4030-438: A threat by holding the controller as still as possible when a "Don't Move" prompt appears. The game features a butterfly effect system, in which players have to make choices. These range from small decisions like picking up a book to moral choices that involve the fates of other characters. Some decisions are timed. Certain choices may unlock a new sequence of events and cause unforeseen consequences. These choices also influence
Until Dawn - Misplaced Pages Continue
4160-482: A yearly event established in 2008. The first published interactive storytelling software that was widely recognized as the "real thing" was Façade , created by Michael Mateas and Andrew Stern. The system was publicly released in 2006, and was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival . The architecture of an interactive storytelling system has three component parts:
4290-498: Is a high-value factor. While players can save their state and continue at a later time, the save file is generally erased or overwritten, preventing players from restarting at that same state. They work around this by backing up save files, but this tactic, called " save scumming ", is considered cheating. The use of the permadeath mechanic in roguelikes arose from the namesake of the genre, Rogue . The developers initially did not implement save capabilities, requiring players to finish
4420-432: Is best understood as interactive theater, in that its goal is dramatic meaning rather than fun. It was Chris Crawford who coined the term interactive storytelling in the 1990s, arguing that IS is not a video game with a narrative, and that a game and IS cannot be combined successfully. Because of limited technology and the amount of work required, it is still difficult to combine a robust interactive storytelling system and
4550-436: Is exacerbated if a user cannot send a reply fast enough – their utterance is understood as referring to the most recent speaker, leading to unintended interactions. However, background information is referenced often enough for a player to invent narrative justifications for apparently strange behaviors, which most participants did. The Oz Project was an attempt in the early 1990s to use intelligent agent technology to attack
4680-632: Is little support in multiplayer culture for permadeath. Summarizing academic Richard Bartle 's comments on player distaste for permadeath, Engadget characterized fans of MMORPGs as horrified by the concept. For games that charge an ongoing fee to play, permadeath may drive players away, creating a financial disincentive to permadeath. Diablo II , Diablo III , Diablo IV , Minecraft , Terraria , and Torchlight II are mainstream exceptions that include support for an optional "hardcore" mode that subjects characters to permadeath. Star Wars Galaxies had permadeath for Jedi characters for
4810-462: Is recognized as the first true interactive storytelling software. It is text based and uses natural language processing and other artificial intelligence routines to direct the action. The Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytelling system was produced at the University of Texas at Austin and uses genetic algorithms to recombine and evaluate story components generated from
4940-424: Is set to be produced by Screen Gems and PlayStation Productions . In June 2024, Ella Rubin , Michael Cimino , Ji-young Yoo , and Odessa A'zion joined the cast in undisclosed roles. In July 2024, Maia Mitchell and Belmont Cameli joined the cast in undisclosed roles, with Peter Stormare joining the cast to reprise his role as Dr. Alan J. Hill. Filming started on 5 August 2024. In October 2024, its release date
5070-416: Is subject to much debate. Interactivity and storytelling are both polysemic terms, and the phrase "interactive storytelling" does not inherently distinguish it from other kinds of storytelling, many of which are already interactive to some extent. Some of the literature associated with the term "interactive storytelling" is actually about transmedia storytelling , which is not a form of entertainment, but
5200-536: Is to transport the player through play into the videogame (dataspace) using their visual and auditory senses. When interactive narrative design is successful, the VUP (viewer/user/player) believes that they are experiencing a story. Tour-Réservoir is the first generative web series, conceived by French artist Jean Michel Bruyère and his collective LFKs. Launched in 2016, it was developed and realised in co-operation with Le Volcan - Scène nationale du Havre, 296 inhabitants from
5330-486: The AI engine of The Elder Scrolls V: Skyrim , this was tested to elaborate on the mechanistic behavior of townspeople: ...hungry inhabitants could become thieves, guards could pursue the thieves, villagers could fall in love with others, or different war alliances could emerge. Early attempts to understand interactive storytelling date back to the 1970s with such efforts as Roger Schank 's research at Northwestern University and
Until Dawn - Misplaced Pages Continue
5460-475: The alpha development stage. Byles experimented with the game's debug camera and realized the potential of changing the perspective to third-person . This would change the game from a first-person adventure game to a more "cinematic" experience. The game also switched platform from PlayStation 3 to the PlayStation 4 and expanded the game's scope to include more mature content, targeting an older demographic. Most characters were also recast; Brett Dalton , one of
5590-424: The "default fiction of real life", improved player immersion from more frequent character changes, and reinforcement of high level achievement. Bartle also believes that in the absence of permanent death, game creators must continually create new content for top players, which discourages those not at the top from even bothering to advance. Those players who prefer not to play with permadeath are unwilling to accept
5720-443: The "paranoia" it invokes during critical choices that risk the lives of certain characters. She also admired the system's complexity and intricacy, which lets the player replay the game to discover new scenes. Mollie L Patterson from Electronic Gaming Monthly thought that the system is a "fantastic" inclusion but it never reached its full potential. Chris Carter from Destructoid called the butterfly effect system "gimmicky" due to
5850-452: The 1952 cave-in. Chris and the Stranger travel to the shed to rescue Josh, but discover him missing, and the Stranger and possibly Chris are killed by a wendigo while attempting to return to the lodge. While perusing the Stranger's files, if Emily was bitten in her escape, she will admit to it, and Mike may choose to kill her to avoid contagion. Finally, Mike sets out for the sanatorium, believing
5980-733: The AAAI Workshop on AI and Entertainment, 1996; Lifelike Computer Characters, Snowbird, Utah, October 1996; the First International Conference on Autonomous Agents at Marina del Rey, CA. February 5–8, 1997. The first conference to directly address the research area was the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, which took place in March 2003 and focused specifically on concepts and first prototypes for automated storytelling and autonomous characters, including modeling of emotions and
6110-525: The New Media category in 2017. Story possibilities are not precisely calculable, and are represented as orders, such that O(10) would be in the order of tens of stories, and O(1) would be fewer than 10 unique story possibilities. Permadeath Permadeath or permanent death is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on
6240-648: The Software Agents group at Massachusetts Institute of Technology , the Improv Project led by Ken Perlin at New York University , and the Virtual Theater group at Stanford, led by Barbara Hayes-Roth . There were also a number of conferences touching upon these subjects, such as the Workshop on Interactive Fiction & Synthetic Realities in 1990; Interactive Story Systems: Plot & Character at Stanford in 1995;
6370-422: The [adventure game] formula to a triple-A sheen". He also enjoyed the butterfly effect system because some choices significantly affect the game's narrative. Game Revolution ' s Jessica Vazquez described the system as a "welcome limitation" because players would not know the consequences of each choice until they reach the ending. Alexa Ray Corriea from GameSpot liked the game for its impactful choices and
6500-419: The above approaches to ensure narrative cohesion. The system does this by anticipating potential holes in the plot and repairing them by introducing new information and events. Two such systems include Automated Story Director (ASD), which forms narrative repairs based on plot points predefined by the author, and Player-Specific Automated Storytelling (PAST), which chooses from several possible repairs according to
6630-588: The actors retained from the PlayStation 3 version, said he believed that the recasting was performed to hire better-known actors. With these changes, the team partnered with Cubic Motion and 3Lateral to motion capture the actors' performances. The team also needed to change the game's graphics. They used the Decima engine created by Guerrilla Games and had to rework the lighting system. The team also extensively used particle effects and volumetric lighting to light up
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#17328911092656760-527: The advantage of being more general that the directed environmental approach, at the cost of a much larger initial investment. Finally, language-based approaches require that the user and system share some, very limited, domain-specific language so that they can react to each other and the system can 'understand' a greater proportion of the users actions. Crawford suggests approaches that only use, for example, pictorial languages or restricted versions of English. Planning-based systems can be integrated into any of
6890-448: The cable car key to be in Josh's possession; the others scramble after him, with Ashley and Chris possibly falling victim to a wendigo trap en route . Sam and Mike discover Josh in the mines; his weakened mental state has caused him to hallucinate his sisters and his psychiatrist Dr. Alan Hill ( Peter Stormare ). Mike tries to lead Josh to safety, but they are separated when Josh is attacked by
7020-501: The camera angle; Supermassive resolved this complaint by ensuring drastic camera transitions would not occur at thresholds like doors but the team had to remove some scenes to satisfy this design philosophy. Supermassive had to overhaul the gameplay completely after the Move exclusivity requirement was dropped, because the core gameplay mechanic of pointing flashlights to different directions failed to be engaging without motion control. Inspired by games like Quantic Dream 's Heavy Rain ,
7150-485: The challenges in IS. Its architecture included a simulated physical world, several characters, an interactor, a theory of presentation, and a drama manager. Users communicated with the system using either a text based or graphical interface. Façade is an artificial-intelligence-based approach created by Michael Mateas and Andrew Stern. It was the winner of the Grand Jury Prize at the 2006 Slamdance Independent Games Festival and
7280-456: The character is considered dead for the remainder of the game. It is possible to return to a previous save game state in these games before the death of the character, but require the player to invest more time in order to repeat the battle and continue, risking the loss of the same or other characters. Square 's 1986 fantasy shoot 'em up game King's Knight featured four characters, each of which had to clear their own level before rejoining
7410-408: The characters in a linear environment and find clues and items. Players can also collect totems , which give players a precognition of what may happen in the game's narrative. An in-game system keeps track of all of the story clues and secrets that players have discovered, even across multiple playthroughs. Action sequences feature mostly quick time events (QTE). One type of QTE involves hiding from
7540-412: The choices made. Players explore the environment from a third-person perspective and find clues that may help solve the mystery. Until Dawn was originally planned as a first-person game for the PlayStation 3 's motion controller PlayStation Move . The motion controls were dropped when it became a PlayStation 4 game. The story was written by Larry Fessenden and Graham Reznick, who sought to create
7670-406: The choices not significantly influencing the plot. GamesRadar ' s Louise Blain opined that most choices players make in the first half of the game are meaningless, though she noted that this is less of a problem in the latter half. Polygon ' s Phillip Kollar respected Supermassive's decision to not include manual saving, though he found the decision to be punitive because accidentally failing
7800-523: The claim. The game was re-revealed at Gamescom 2014. Sony did not market Until Dawn extensively; most of its marketing effort was spent on promoting third-party games such as Destiny . On 31 July 2015, Sony confirmed the game had gone gold , indicating the team had completed development and it was being prepared for duplication and release. It was released for the PlayStation 4 in August 2015, two years after its initial proposed launch. Players who pre-ordered
7930-509: The control the player has over the events makes Until Dawn "something special". Lucy O'Brien from IGN , however, said the game's strict adherence to genre tropes dilutes the game's scary moments and that it "revels in the slasher genre's idiosyncratic idiocy". She also criticized the game's inconsistent tone. Kollar disliked the game's writing and he criticized the "awkward cuts, long moments of unintentionally hilarious silence and hopping between scenes and perspectives with no regard for holding
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#17328911092658060-452: The death of a character more impact. When developers added the ability to replay a failed level, games become more complex to compensate, and stronger narratives were added, which focused on progressing characters through a linear story without repeated restarts. Inspired by the dungeon crawls in the first wave of Dungeons & Dragons adventures, early role-playing video games on home computers often lacked much narrative content and had
8190-422: The design choice as "risky" and that it may disappoint mainstream players but he felt it enhanced the game's "horror" elements. The game's pacing was inspired by that of Resident Evil and Silent Hill , in which there were quiet moments with no enemy encounter that help enhance the games' tension. Tom Heaton, the game's designer, said an unsuccessful QTE trial or one incorrect choice would not lead directly to
8320-522: The desire to test their skill or understanding of the game's mechanics, or out of boredom with standard game design. When their actions have repercussions, they must make more strategic and tactical decisions. At the same time, games using permadeath may encourage players to rely on emotional, intuitive or other non-deductive decision-making as they attempt, with less information, to minimize the risk to characters which they have bonded with. Games using permadeath more closely simulate real life, though games with
8450-485: The events at the lodge as revenge for his sisters' presumed deaths. He disclaims any responsibility for Jessica's death, but Mike has him bound in a shed to remain until the police arrive. At the lodge, Sam, Mike, Chris, Ashley, and, if she escaped the mines, Emily are confronted by the Stranger. The Stranger reveals that the creatures who kidnapped Jessica and attacked Matt and Emily are wendigos , former humans who became feral creatures after resorting to cannibalism during
8580-530: The experimental program TaleSpin. In the early 1980s Michael Liebowitz developed "Universe", a conceptual system for a kind of interactive storytelling. In 1986, Brenda Laurel published her PhD dissertation, "Toward the Design of a Computer-Based Interactive Fantasy System." During the 1990s, a number of research projects began to appear, such as the Oz Project led by Dr. Joseph Bates and Carnegie Mellon University ,
8710-421: The friends culminates with Chris being ordered to shoot Ashley or himself under the threat of them both being killed by giant saw blades. Matt and Emily, having been alerted to the masked man's presence, discover that the cable car has been locked; instead, the two head to a radio tower to request help. The request is successfully received, but the responder states that the group will not be rescued until dawn due to
8840-411: The frustration associated with permanent death. More hardcore implementations delete all progress made. In some games, permadeath is an optional mode or feature of higher difficulty levels. Extreme forms may further punish players, such as The Castle Doctrine , which has the option of permanently banning users from servers upon death. Players may prefer to play games with permadeath for the excitement,
8970-410: The game also supported two-player cooperative multiplayer , with the studio targeting young couples in their twenties. A segment of the game shown at Gamescom 2012 received positive comments from the gaming community, but one of the most common complaints received was the game's status as a Move exclusive; most people did not want to purchase a controller for the game. At that time, the game had reached
9100-468: The game because they give players insights into possible future events in the game. Critical response to the remake was "mixed or average", according to Metacritic. Critics appreciated the graphical upgrades and additional scenes, but questioned the price tag and performance issues. Push Square ' s Sammy Barker found the remake's enhancements appealing but criticized the lack of incentives for existing owners and its inconsistent performance compared to
9230-565: The game in one session. When they added a save feature, they found that players would repeatedly reload a save file to obtain the best results, which was contrary to the game design—they "wanted [realism]"—so they implemented code to delete the save file on reloading. This feature is retained in nearly all derivatives of Rogue and other games more loosely inspired by its gameplay. Implementations of permadeath may vary widely. Casual forms of permanent death may allow players to retain money or items while introducing repercussions for failure, reducing
9360-596: The game received a bonus mission featuring Matt and Emily. As well as the game's standard edition, an extended edition and a steelbook edition were available for purchase. The game's death scenes were censored in the Japanese version. Supermassive hosted a time-limited Halloween event in late October 2015, in which 11 pumpkins were added to the game as collectibles. A remake for the game was announced in January 2024 and released for PlayStation 5 and Windows on October 4, 2024. It
9490-487: The game will not want to spend time playing through them again in the hope of reaching others to which they previously had access. Players may dislike the way that permadeath causes others to be more wary than they would in regular games, reducing the heroic atmosphere that games seek to provide. Ultimately this can reduce play to slow, repetitive, low-risk play, commonly called " grinding ". Most MMORPGs do not allow character creation at an arbitrary experience level , even if
9620-437: The game's "panic, terror, and anguish". On a less positive note, Kollar wrote that the acting is hampered by inadequacies in the game's motion capture technology. Marchiafava enjoyed the "compelling" story; he applauded the developers for successfully using different horror tropes while introducing several twists to the formula. Both Marchiafava and Dean Takahashi from Venturebeat liked the characters, who show genuine growth as
9750-506: The game's environments. Despite the third-person perspective, the game adopted a static camera angle in a way similar to early Resident Evil games. The approach was initially resisted by the development team because the designers considered the camera "archaic". Byles and the game's production designer Lee Robinson, however, drew storyboards to ensure each camera angle had narrative motivations and prove their placements were not random. Initially, quality assurance testers were frustrated with
9880-438: The game's main theme, which he felt represented what the team was trying to achieve, and used it as the demo pitch to Supermassive Games. The music was reactive; it would become louder as the player character approached a threat. While composing for the game, he mixed both melodic and atonal sounds together. The music was influenced by the work of Krzysztof Penderecki and Jerry Goldsmith . There were tonally vague themes to mirror
10010-427: The game's mysterious storyline. With the butterfly effect being an important mechanic of the game, Graves used film music editing techniques. He divided each track into segments and had the orchestra play it piece by piece. He then manipulated the recordings and introduced variations of them in the recording studio. For the game's mountainous setting, he used a "goat-hoof shaker" to perform the mountain theme and many of
10140-421: The game's script. They were hired because the team felt the company's British writers wrote in a "parochial" way that is inappropriate for the horror genre. In 2024, it was revealed that London Studio worked on the title from 2008 to 2010 until Supermassive took over the game's development. The game was initially exclusive to PlayStation Move, meaning players needed to buy the Move controller to functionally play
10270-563: The game's setting. Blain praised the game's quieter moments, in which the player character simply walks and explores the environment, and the fixed camera angles that contribute to tense and frightening moments. Takahashi found the 3D navigation awkward. O'Brien lamented the game's poorly-implemented motion control; she also disliked the QTEs, which she considered as tedious at times. Level design and location diversity were commonly praised by critics. The collectibles were regarded as meaningful additions to
10400-426: The game. In this version of the game, the only way to navigate and progress the game is by moving the motion controller. Moving the wand guides the movement of the flashlight held by the characters as players explore the location from a first-person perspective . The wand can also be used to interact with objects and solve puzzles. In this version of the game, players can occasionally wield a firearm. An early version of
10530-426: The gameplay as conventional; he enjoyed the inclusion of QTEs and said they match with the game's overall theme and atmosphere. He noted, however, the game's cumbersome controls and suggested the shortcoming may originate from the game's origin as a PlayStation Move exclusive. Ray Corriea was disappointed by the game's linearity and the lack of interactions players can have with the environments, which she said had wasted
10660-493: The gameworld significant; the player has risked a much larger investment of time. Without permadeath, such actions are "small actions". However, in an online game, permadeath generally means starting over from the beginning, isolating the player of the now-dead character from former comrades. Richard Bartle described advantages of permanent death: restriction of early adopters from permanently held positions of power, content reuse as players repeat early sections, its embodiment of
10790-492: The intersection of hard science and the humanities. The difficulty of producing an effective interactive storytelling system is attributed to the ideological division between professionals in each field: artists have trouble constraining themselves to logical and linear systems and programmers are disinclined to appreciate or incorporate the abstract and unproven concepts of the humanities. What characteristics distinguish an interactive story from another form of interactive media
10920-405: The key tracks. He also extensively used synthesizers to pay homage to John Carpenter 's work. Only 30 minutes of themes with melody and chord progression were recorded in three orchestral sessions. This was because most of the time was spent recording 8–10 hours' worth of atmospheric music and sounds that Graves later combined to invoke different emotions in different scenes. The Decima game engine
11050-497: The lodge. Despite tensions between members of the group and reservations about returning after the tragedy that occurred, all seven accept Josh's invitation. Each member of the group arrives at the lodge through a cable car before engaging in separate activities on the mountain. As the night progresses, Mike and Jessica tryst at a guest cabin, where she is abducted by an unseen figure. Mike's pursuit of her attacker leads him to an abandoned sanatorium , which contains information about
11180-407: The main story line". The game's strict auto-save system was designed to be "imperative" instead of "punitive". Byles said even though a character had died, the story would not end until it reached the ending and that some characters may not have died despite their deaths being hinted at. Some plot points were designed to be indirect and vague so the narrative would gradually unfold. Byles recognized
11310-547: The mountain, where at least one of the characters will implore the police to search the mines. If he survives Hannah's attack, the police discover the trapped and isolated Josh eating the Stranger's head and transforming into a wendigo. In the remake, depending on their actions, players can unlock two post-credit scenes . The first one sees Josh, having survived the wendigo, hearing Dr. Hill's voice saying he hopes Josh finds redemption. The second, set years later in Los Angeles , sees
11440-417: The narrative unfolds. Correa added that players can relate to these characters. Both Blain and Patterson called the game a "love letter" to horror films, with Patterson noting the game's similarities to a "B-grade teen slasher flick". Andrew Webster from The Verge agreed, saying the game combines elements of both horror films and games, and transforms them into a "terrifying experience". He further added that
11570-493: The need to fulfill specific player goals that define a "gameplay" experience. A true IS system would incorporate all of them, as do living human agents, simultaneously and continuously - a task only artificial intelligence can meet. Sandbox games like The Sims and Spore , which do involve extensive AI-based social interaction, do not manage dramatic tension or produce a cohesive narrative . To Mateas and Stern, creators of Façade and The Party , interactive storytelling
11700-445: The new ending and the extras, Alberto Lloret thought the level of detail in characters and environments was one of the best aspects of the remake. He cited the rough gameplay, length and visual glitches as the worst aspects. Critics praised the game's story, characters, performances, and horror elements. The Games Machine ' s Marco Ravetto noted that the remake retained the strong narrative structure and engaging character arcs of
11830-527: The number of players posting videos of it or streaming it on YouTube . Shuhei Yoshida , President of SCE Worldwide Studios , called Until Dawn a "sleeper hit". Samuels added that the game surpassed the company's expectations, though the exact sales figure was not announced. The remake was the 14th best-selling game in the UK in its week of release. At launch, the game had a peak concurrent player count of 2,607 on Steam , becoming one of Sony's slowest-selling games on
11960-475: The original game and admired the improved graphical quality, but decried the minor narrative additions, new camera system and lack of significant new features or multiplayer options. Oglivie and Shacknews editor Will Borger opined that the new third-person camera made the game less "cinematic" when compared with the original experience. Borger stated that the remake continued to preserve the original's engaging story and strong performances, but went on to criticize
12090-444: The original. Borja Ruete of MeriStation praised its gameplay tweaks, while Rebecca Jones from VG247 and Tristan Ogilvie of IGN felt the new gameplay features were lacking. In line with criticism of the limited new content, Ogilvie mentioned a new totem minigame, which he did not welcome. Jones and Rolling Stone ' s Aimee Hart were positive about the enhanced accessibility features. Writing for HobbyConsolas and praising
12220-442: The others. If one of them died, they were lost permanently. Permadeath in multiplayer video games is controversial. Due to player desires and the resulting market forces involved, massively multiplayer online role-playing games (such as World of Warcraft ) and other multiplayer-focused RPGs rarely implement it nowadays - despite permadeath being a key component of early virtual worlds such as MUD1 . Generally speaking, there
12350-491: The platform alongside Concord and Sackboy: A Big Adventure . Sony announced a non-canonical spin-off, Until Dawn: Rush of Blood , at Paris Games Week 2015. The company described it as an arcade shooter . Its development began halfway through Until Dawn ' s development. Until Dawn: Rush of Blood was released on the PlayStation VR on 13 October 2016. In June 2017, a prequel to Until Dawn, The Inpatient ,
12480-405: The player and ensure the game had the appropriate proportion of terror, horror, and disgust. Supermassive made most use of terror, which Byles defined as "the dread of an unseen threat". To ensure the game was scary enough, the team used a galvanic skin response test to measure playtesters' fear levels while they were playing the game. Byles described Until Dawn as a game that took "horror back to
12610-563: The player has already achieved that level with a now-dead character, providing a powerful disincentive for permadeath. Permadeath guilds may exist in multiplayer games without this feature. Players voluntarily delete their characters based on the honor system. Permadeath can be used as a mechanic in tabletop role-playing games like Dungeons & Dragons . In these games, players create their own characters and level through campaigns, but these characters can be permanently killed in more difficult encounters, which would force players to recreate
12740-415: The player to relate with the characters and make each death more devastating. The dialogue was reduced significantly when the team began to use the motion capture technology, which facilitates storytelling through acting. The story was written in a non-linear fashion; chapter 8 was the first to be completed. This ended up causing some inconsistencies in the story. The development team wanted to invoke fear in
12870-426: The player to witness data as navigable, participatory, and dramatic in real-time: “a narratological craft which focuses on the structuralist , or literary semiotic creation of stories." Interactive Narrative design seeks to accomplish this via viewer/user/player (VUP) navigated dataspaces. Interactive narrative design focuses on creating meaningful participatory story experiences with interactive systems. The aim
13000-471: The player's interest". Carter called the gameplay of Until Dawn unimaginative, though critics generally agreed the quick time events are well-handled because they help players become immersed in the game; Ray Corriea chose the "Don't Move" prompt as one of the player inputs that further heighten the tension. Marchiafava called its use one of the best in gaming because button prompts were often timed and successful attempts required precision. Patterson described
13130-493: The player's previous behaviors. PAST characterizes a player along five vectors of style based on Robin Laws ' work on player types—fighter, power gamer, storyteller, method actor, and tactician—and may choose to solve a broken plot point for a fighter by adding a battle with a new character, or for a storyteller by adding new background information that justifies the break. The success of an interactive storytelling experience depends on
13260-407: The primary concerns, though fun is often exchanged for more narrative-specific metrics, like "interestingness" and "suspense." Likert scales filled out by players create a rough quantitative picture of user experience, but leave out much of the subjective interpretation that lies behind complex human interactions. Mehta et al. focused on conversation-centric systems to develop qualitative metrics for
13390-412: The remake's technical issues and new content didn't justify the price, but the game had a good balance of humor and horror that, together with an engaging narrative and well-written characters, made for an enjoyable experience and was still "the perfect interactive horror movie". Ruete and Lloret remarked on the exaggerated facial animations and Jones described the character movements as awkward. This view
13520-424: The removal of faster walking and clunkier controls, calling it "an unnecessary, technically abysmal remake". A Vice article by Dwayne Jenkins also criticized the remake for being unnecessary, poorly performing on PC, and not justifying its high cost without substantial new content, while acknowledging the game's strong narrative and characters. Alexander Chatziioannou from PC Gamer , like other critics, said that
13650-444: The risk of the large penalties associated with it. The penalty often means a great deal of time spent to regain lost levels, power, influence, or emotional investment that the previous character possessed. This increased investment of time can dissuade non-hardcore players. Depending on the design of the game, this may involve playing through content that the player has already experienced. Players no longer interested in those aspects of
13780-399: The roots of horror"; unlike many of its competitors, tension rather than action was emphasized. Jason Graves began working on Until Dawn 's music in 2011. The scoring process for three orchestra recording sessions lasted for one year. Graves talked with Barney Pratt, the game's audio director, for three hours to get a clear idea about the direction of the soundtrack. He first composed
13910-409: The same experience because certain scenes would be locked away should the player make a different choice. Byles said this would encourage players to replay the game to discover more about the story. Supermassive developed a software that enabled the team to keep track of the story they intended to tell. Due to the branching nature of the game, every time the team wanted to change details in the narrative,
14040-405: The same, the remake also adds new interactions between characters, an extended prologue, and new endings. It also remixes the locations of the totems in the original game. The "Don't Move" gameplay mechanic, which originally required players to keep their PlayStation controller as still as possible to influence the outcome of specific scenarios, was reworked for non-PlayStation platforms. In addition,
14170-455: The situation, this could require the player to create a new character to continue, or completely restart the game potentially losing nearly all progress made. Other terms include persona death and player death . Some video games offer a hardcore mode that features this mechanic, rather than making it part of the core game. Permadeath contrasts with games that allow the player to continue in some manner, such as their character respawning at
14300-451: The story's tone and relationships between characters. Players can view the personality and details of the character they are controlling, and his or her relationships with other characters. All eight characters may die by the end of the story, depending on the player's decisions. Deaths are permanent ; the game's narrative will adapt to these changes and continue forward without them. The strict auto-save system prevents players from reloading
14430-586: The story. Possible actions are drawn from the personality and emotional model of the character, allowing each one to exhibit autonomous behavior with intelligent dramatic goals. Finally, the user model keeps track of player choices and inputs, such that the drama manager and agent model can cooperate with the way the user attempts to play rather than challenging or misunderstanding their decisions. Crawford discusses three potential strategies for developing interactive storytelling systems. Firstly, environmental approaches are those which take an interactive system, such as
14560-429: The storyworld to make the best decision for the narrative, defined by the goals of the author: a measure of worldwide conflict would help to increase or decrease dramatic tension, while measures of relationships and likability could guide a story towards a romantic storyline. The agent model collects information about the story world and characters and generates possible actions in response for each non-player character in
14690-472: The team turned Until Dawn into an interactive movie . To increase the player's agency, the team envisioned a system named the " butterfly effect ". Every choice the player makes in the game helps shape the story and ultimately leads to different endings. Byles stated that "all of [the characters] can live or all of whom can die in any order in any number of ways", and that this leads to many ways for scenes to unfold. He further added that no two players would get
14820-404: The timing of responses. Artificially intelligent agents have trouble translating ambiguous user input into the limited narrative meaning system, as when "sad" or "hurt" is interpreted only as a reference to clinical depression. Similarly, negative and positive user sentiments are often confused with one another, especially if a positive statement is preceded by disagreement with a negative one. This
14950-466: The two do not need to be used together. Proponents also believe that players initially exposed to games without permadeath consider new games from that point of view. Those players are attributed as eventually "maturing", to a level of accepting permadeath, but only for other players' characters. The majority of MMORPG players are unwilling to accept the penalty of losing their characters. MMORPGs have experimented with permadeath in an attempt to simulate
15080-480: The type of game. Permadeath was common in the golden age of arcade video games . Most arcade games (such as Space Invaders and Pac-Man ) feature permanent death as a mechanic by default because they lack the technical ability to save the game state. Early home gaming mimicked this gameplay, including a simulation of entering coins to continue playing. As home computers and game consoles became more popular, games evolved to have less abstract protagonists, giving
15210-593: The user experience. The concepts were developed by Chris Crawford , in his 2005 book. In the 2000s, work on interactive storytelling and related topics expanded, and was presented at events including the alternating bi-yearly conferences, TIDSE (Conference on Technologies for Interactive Digital Storytelling and Entertainment) and ICVS (International Conference on Virtual Storytelling), hosted in Germany and France, respectively. TIDSE and ICVS were superseded by ICIDS (International Conference on Interactive Digital Storytelling),
15340-788: The user to generate several unique dramatic narratives. Though its final goal is a fully unauthored AI environment with a comprehensive human-level understanding of narrative construction (e.g., the Holodeck ), projects that use branching stories and variable gates are considered experimental prototypes in the same genre. Interactive storytelling is defined as distinct from interactive fiction (or IF), as well as video games with strong narrative focus ( Mass Effect , BioShock , etc.), by user agency and open-ended narrative . David Gaider , an RPG developer at BioWare , stated that "every possible branch needs to be written and fully realized, even if not every player sees it, and thus any game which allows for
15470-527: The user's successful engagements, instead of quantitative measures of "inappropriate utterances" (in which the AI misunderstands player input and responds nonsensically) and other technical failures. After a "breakdown" in conversation, how effectively the user incorporates it into the overall understanding of the characters and story depends on design features. In their study of Façade , some AI actor breakdowns include shallow semantic understanding, inverted meanings, and
15600-453: The video game equivalent of a slasher film . The development team took inspiration from various sources. These include the movies Evil Dead II and Poltergeist , and video games Heavy Rain , Resident Evil , and Silent Hill . To ensure the game was scary, the team used a galvanic skin response test to measure playtesters' fear levels when playing it. Jason Graves composed the soundtrack and Guerrilla Games ' Decima game engine
15730-442: The wendigo. He is slain outright unless Sam discovered enough clues to determine the truth: the lead wendigo is Hannah, who turned after consuming Beth's corpse. If Jessica and/or Matt are still alive, they link up and attempt to escape through the mines while evading Hannah. Finally, Mike and Sam return to the lodge to seek refuge in the basement with the rest of the survivors, only to find it overrun by wendigos, including Hannah. When
15860-427: The writers needed to examine the possible impacts the change would have on subsequent events. The team avoided substantial rewrites and instead focused on adjusting the game's pacing and direction once the motion capture and shooting process had begun. According to Byles, a subplot that was removed during development involved one of the female characters being pregnant , which got cut for "prov[ing] too distracting from
15990-472: Was announced. It is set in the Blackwood Sanatorium sixty years before the original. In June 2022, The Quarry , a spiritual successor also developed by Supermassive Games, was released. In January 2024, Sony announced a film adaptation of the game. The adaptation is to be directed by David F. Sandberg with Gary Dauberman doing a pass on a script originally written by Blair Butler . The film
16120-419: Was developed by Ballistic Moon, whose founders previously worked at Supermassive and contributed to the development of the original game. Powered by Unreal Engine 5 , the remake includes various graphical improvements and new musical scores composed by Mark Korven , and introduces a new, third-person, over-the-shoulder game camera , and a new type of totems named Hunger Totems. While the story remained largely
16250-502: Was echoed by Ogilvie, who saw the movements as sluggish. According to Chart-Track , Until Dawn was the second best-selling retail game in the United Kingdom in its week of release, trailing Gears of War: Ultimate Edition . The game was also the seventh-best-selling game in the US and the top-trending game on YouTube in August 2015. Sony was surprised by the game's critical responses and
16380-405: Was nominated for multiple year-end accolades. Critics praised the branching nature of the story, butterfly effect system, world building, characters, and use of quick time events , but criticised the controls. Supermassive followed the game with a virtual reality spin-off , Until Dawn: Rush of Blood (2016), and a prequel, The Inpatient (2018), while a spiritual successor , The Quarry ,
16510-445: Was programmed to determine how the music was layered depending on players' choices in the game. The game's soundtracks were nearly 15 hours long. The theme song, "O Death", was performed by Amy Van Roekel. Until Dawn was officially announced at Gamescom 2012 and it was initially scheduled to be released in 2013 for PlayStation 3. After the game was retooled, it was rumored Sony had canceled it but Supermassive CEO Pete Samuels refuted
16640-500: Was released in 2022. A remake for PlayStation 5 and Windows was released on 4 October 2024. A film adaptation of the game is scheduled to be released in April 2025. Until Dawn is an interactive drama in which players primarily assume control of eight young adults who have to survive on Blackwood Mountain until they are rescued at dawn. The gameplay is mainly a combination of cutscenes and third-person exploration. Players control
16770-400: Was set for April 25, 2025. Interactive drama The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology , sociology , cognitive science , linguistics , natural language processing , user interface design , computer science , and emergent intelligence. They fall under the umbrella term of Human-Computer Interaction (HCI), at
16900-478: Was used for the graphics. Several noted actors, including Rami Malek , Hayden Panettiere , Meaghan Martin , Brett Dalton , Jordan Fisher , Nichole Sakura , and Peter Stormare , provided motion capture and voice acting. Until Dawn was announced at Gamescom 2012 and released for the PlayStation 4 in August 2015. Although there was little marketing effort from Sony, its sales surpassed expectations. The game received generally positive reviews from critics, and
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