Focalization in Multi-Agent Interactive Simulations
[This is a post about game/interactive narrative design theory. If you're here for the logic and type theory, there won't be much of that in this post.] Many of the games that interest me, including my own experiments , play with the idea of focalization in a narratology sense,* which is essentially a generalization/reformulation of the idea of "perspective" in literature (which should call to mind the terms "first/second/third person," for example). In particular, in settings where multiple agents (loosely construed as "entities in a game with somehow separable trajectories in state space") can act and interact, independently or interdependently, there is a huge space of design decisions to be made. In this post I'm going to describe a design space for multi-agent games as context for reflecting on two projects I worked on recently, the IFComp entry Origins and the PROCJAM entry Quiescent Theater . Focalization in Games Quick run...