

Authors use the graphical interfaces in each of these tools to predict and manage the set of possible traversals that players may take. We also identify several organizing metaphors that underly the visual logic, including Spatial Mapping, Scene-driven Structure, Nodal Mapping, and Traversal Mapping. We employ a simple proto-IDN consisting of a set of passages that represent locations spatially linked together to compare the interactive and non-interactive visual aids across the five tools. This chapter analyzes the visual interface of popular IDN authoring tools that include an explicit visual interface for creating content, including Twine, Storyspace 3, inklewriter, Inform 7, and Adventure Game Studio. The complexity of interactive narratives inspired a variety of visual aids and graphical interfaces that support authoring tasks. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. To demonstrate the system, we represent the narrative structure of three different games. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. Likewise, generating narratives also pose difficulties when encoding, interpreting, analyzing, and evaluating them. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing some goal that requires overcoming challenges. We evaluate the impact of these constraints and the system's adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative.
#Storyspace alternative to story nexus manual
Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions.

Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures.

Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them.
