History
Early attempts to understand interactive storytelling date back to the 1970s with such efforts as Roger Schank's research at Northwestern University and 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, the Software Agents group at MIT, the Improv Project led by Ken Perlin at New York University, and the Virtual Theater group at Stanford, led by Dr. 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; 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 focussed specifically on concepts and first prototypes for automated storytelling and autonomous characters, including modelling of emotions and the user experience. The concepts were developed by Chris Crawford, in his 2004 book.
The 2000s saw a growth in work on interactive storytelling and related topics, presented at events which including the alternating bi-yearly conferences, TIDSE ICVS (International Conference on Virtual Storytelling) and hosted in German and France, respectively. TIDSE and ICVS were superseded by ICIDS (International Conference on Interactive Digital Storytelling), a yearly event established in 2008.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.
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