1) What are the advantages your emotive AI has compared to extensive scripting?Sounds good, but since you are answering player questions, not designer questions, more details concerning the final product would have been interesting.
- The much cheaper cost of content generation
- The combinatory aspect of each new piece of content (new behaviors, new traits, new interactions), that can even enrich existing stories
- The simplicity with which you can design stories
- An unified language for story design and interaction (this is huge and complex to explain. I talk about this in my forthcoming Gamasutra article)
2) Which released games, which use extensive scripting, could have benefited if they had used your technology, and how exactly?This is almost a revelation! Storybricks aren't actually a powerful tool to do better what is already done. Instead, they require ”a new paradigm, a new kind of gameplay that you design your game from the ground up with.”.
Probably none. We’re really offering a new paradigm, a new kind of gameplay that requires that you design your game from the ground up with this in mind.
Scripting is exactly what you need if you want to control all the aspects of a gaming experience. The StoryBricks present a new way of interacting with a story, as if it were a living system, not a series of gates you have to go through.
I honestly can't wait for the new games! However, I am not so sure what the investors think when they read this (?).
3) Why do you think current AAA MMORPGs don't use extensive scripting for NPCs right now, and why should the developers be interested in the emotive AI then?I am not surprised at this point that most of your funding doesn't come from the industry. It's like asking traditional car companies 20 years ago to invest into battery research.
What we’re doing is hard, both at the design and at the technical level, and thus too risky for publishers to even consider. That’s why most of our funding won’t come from the industry, btw.
Developers *are* interested by emotive AI and living worlds. I’m part of several groups of designers and AI specialists who have been thinking about doing something like this for years. We’re just fortunate enough to be in a company that’s willing to take such a risk.
4) Assuming a successful development, how will this affect the player in practice? I.e. how will the queen, in your prominent example, react differently to the player due to the emotive AI?This answer is too vague. If you want to convince me (and others, I assume), you need to come up with a more detailed vision of what storybricks actually mean for the p(l)ayer.
This is a vast question because it applies to every detail of our design. Regarding that specific example, once a relationship is established between two characters, it alters the type of interactions they can have together (you can ask something from a friend that you wouldn’t from a stranger, you’re more likely to help a friend than a stranger, etc.). This also means that more plots can be triggered that involve these two characters (righting a wrong done to your friend, protecting them from a threat, involving them in a conflict of interest if, for instance, they’re friends with one of your enemies, etc.).
This is really what drives me mad when reading your web page. It's all very nice. But after reading it I still don't know what exactly storybricks are going to be like for me, the player.