| hypertale is a toolkit for developing 
        software for interactive storytelling and games Welcome to the hypertale web site. Hypertale is a toolkit for creating systems for interactive 
        storytelling. At this point (early 2006) it does not yet exist. Interactive storiesIf you've ever played a computer adventure game (also known as interactive 
        fiction, IF) or computer role-playing game (CRPG) you know that the story 
        typically progresses by solving a series of "quests". The simplest 
        way of doing this is simply putting a lot of puzzles that lead to each 
        other and have the player figure them out one after the other. Many of 
        us feel it should be possible to do more. In many games this is done by 
        adding a number of alternative solutions to quests, or subquests that 
        can be solved in any order. Authoring these kinds of stories, or rather 
        webs of stories, is difficult.  This project is about those kind of intricately linked networks of stories. 
        The goal is to build both an authoring environment for 
        the stories and a kind of interaction engine that "runs" 
        the stories. The idea is not really to build a finished game, but rather 
        to build the part of a game that handles the story. So hypertale will 
        be a framework for insteractive storylines that can be used by others 
        building CRPGs, adventure games, mixed reality (physical and virtual) 
        interactive environments, interactive novels, etc. It's stilly pretty unsure what direction this project is going to take, 
        but the ambition is to look more at the dramatic qualities of interactive 
        narratives rather than, say, scalability issues of MMORPG:s. Do you mean a branching narrative? A simulation?Well, no. Not really. One of the simplest approaches to interactive storytelling 
        is the "branching narratives" as used by Create 
        Your Own Adventure (CYOA) series of children's books. Hypertale allows 
        more complex things than that. Another extreme is basically adding a lot 
        of values and behaviors to the characters and objects in the game world 
        so that the story will sort of generate itself from these (and if you're 
        really lucky, some really interesting variations can emerge 
        from the mix). That's not really the idea either. Hypertale is, at least 
        initially, more about writing patches of stories that 
        will trigger on different events and on each other. Well, where's the code?I have every intention of posting the code here at sourceforge when there 
        is anything worth publishing. At this point it is way too early in the 
        process to post anything.  Why is there a home page if there is no code?Well, since you're reading this, you found it, and that's the point. 
        You know now that somebody is working on this. My hope is that somebody 
        will find it interesting and want to join in.  How do I join up?At this time, e-mail me and we 
        can talk. I'm looking for anybody interested in interactive storytelling, 
        game design, or if you're just a coder looking for something to do.  - Fredrik Petersson, Jan. 2006 |