TropeTwist: Trope-Based Narrative Structure Generation
arxiv.org
arxiv.org
My least favorite is "we have to save the team member, risking our ability to save the planet".
Perfect example: Stargate 1994 - when we meet James Spader - https://www.youtube.com/watch?v=mq1RPu2aaU4
I know there are more examples of this, I notice it all the time.
edit:
So James Spader's character is an example of "The Worm Guy", but I wonder if there's a name for the scene itself, something like "fetch the scientist at a lecture"
That, and this one: https://tvtropes.org/pmwiki/pmwiki.php/Main/TheWormGuy
(and of course, that film established many modern tropes, such as https://tvtropes.org/pmwiki/pmwiki.php/Main/SecretGovernment... top men. top.... men.
https://www.youtube.com/watch?v=CR7Kh77aNnU
because who doesn't want to be Harrison Ford
...Recognising tropes in a given game can be challenging
...Using them to generate game narratives can be challenging
...Tropetwist can generically describe the story structure of a game
...It can create a graph of a game's story and then variations of the story
...These variations can then be measured in terms of their coherence and interestingness, which in turn affect their playability
Or something like that
> The HERO’s goal is to get the “Pendant of Courage” (MCG). However, the MCG derives from ENEMY and BAD, so the HERO must overcome them to achieve his goal.
This is the "narrative structure" (they say) of the Eastern Palace in Legend of Zelda: Link to the Past. The CAPS words are tropes that you can look up in the paper.
Having established this graph representation of narrative structure, they create a set of rules for deriving other graphs, and so other possible narrative structures, from it (a "production grammar" for graphs, if you know the term).
They then use an algorithm called MAP-Elites[1] to evaluate the variations for fitness in various aspects such as "interestingness" and "coherence", with the aim of creating a system which can generate narrative structure corresponding to satisfying stories.
The structures thus produced don't unambiguously define one linear sequential narrative (because there is no direct temporal sequence given, only the temporal order implied by the node-to-node relationships which are causal in nature.) "The system is ambiguous by design" they say, and later: "the generated graphs could equally describe different stories".
They leave the subsequent "interpretation" or realization of the structure graphs as concrete stories to other systems (to be developed) or to human interpreters.
They're basically analyzing "tropes" (common storytelling patterns), and doing something similar to advanced procedural dungeon/level generation: https://www.boristhebrave.com/2021/04/10/dungeon-generation-...
...at least this appears to be a first cut at defining a vocabulary for the storytelling aspect of the problem.
They refer also to other "Key + Door == Progress" aspects of procedural content generation (ie: make a zone, place a [locked] door to another zone, place a key within the original zone and then recurse).
All told, a very interesting area to explore.
https://tvtropes.org/pmwiki/pmwiki.php/Main/LampshadeHanging
what - aside from gibberish or nonsense - isn't a trope at that point?