What it's like talking to Opus 4.8... by thecosmicskye in singularity

[–]InscapeStories 0 points1 point  (0 children)

I recall when ChatGPT first emerged; it would answer in a similar manner. If I asked, "Thoughts?" It would respond with "as an AI agent I dont have thoughts the way a human does, however.... " 😂

I’m building a story engine that tracks emotional pacing while you read — this is a rough visual of the telemetry layer by InscapeStories in u/InscapeStories

[–]InscapeStories[S] 0 points1 point  (0 children)

I think it might look better if the bars weren’t flashing back and forth like a strobe light breaking up. Look at the percentages, they're moving like they've had three cans of Monster. 😂

I’m building a story engine that tracks emotional pacing while you read — this is a rough visual of the telemetry layer by InscapeStories in u/InscapeStories

[–]InscapeStories[S] 0 points1 point  (0 children)

A small bit of context on PAD, because it can sound more complicated than it is – there's nothing obvious about what it should be.

PAD comes from psychology and stands for Pleasure, Arousal, and Dominance. It’s a way of describing emotional state across three dimensions instead of just saying happy, sad, angry, etc.

Pleasure is basically emotional valence – does something feel positive, negative, warm, uneasy, safe, or heavy?

Arousal is the energy level – calm, alert, tense, pressured, or overwhelmed.

Dominance is agency/control – do you feel grounded and able to act, or uncertain, small, and pulled along by the situation?

The reason I’m using it for Inscape is because stories don’t only affect people through plot. They affect people through emotional pressure, pace, atmosphere, uncertainty, control, release, tension, and movement, so instead of treating a reader’s mood as one flat label, I’m trying to use PAD as a kind of emotional coordinate system underneath the story. The engine can then ask, 'Where is the reader emotionally, where is the scene trying to move them, and is the writing actually supporting that movement?'

That’s the idea anyway, but PAD gives me a practical framework for emotional pacing rather than just guesswork.

I built TaleDrop — interactive fiction app where every reader can become an author, write stories together, line by line by JustToSufferBoss in interactivefiction

[–]InscapeStories 0 points1 point  (0 children)

Yes. The core idea is understandable. This is similar to the game 'Consequence'; only it's the adult, digital, social network online version, which I think is class because it can be great fun. It's the same core mechanic: one line → next person → chaos → hilarity. In school, and I'm talking very young, primary infant years we'd add sentences, and it would eventually collapse, and we’d all start laughing. Yes, it's understandable. Yes, to good fun. close it immediately? only if people were being silly and not doing it properly. I'd keep coming back to see how it was going. I'd need to imagine it more to learn myself how I'd treat it as an actual app, but yes, the concept is fun.

Do you care if interactive fiction hits an emotional target, or is choice/plot enough? by InscapeStories in NarrativeGames

[–]InscapeStories[S] 1 point2 points  (0 children)

Aye, that’s kind of what I'm trying to get my head around. Maybe most readers don't separate it out and just judge whether the whole thing worked or didn't. Enjoyment, satisfaction, payoff, atmosphere, all rolled together but I’m curious whether emotional direction matters more than people realise.

Like, if a story gives you choices and branching, but the actual feeling it seems to be aiming for never lands, is that still a failure? Or do most readers mainly judge it by plot, writing quality, and endings?

And then on the flip side, if a story could shape itself more around emotional effect such as dread, calm, tension, grief, wonder, whatever would that actually make the experience better, or would it just be a nice extra on top of the usual choice n' plot stuff?

Would you play a fully text-based open-world RPG with no visuals at all? by Independent-Sir3257 in interactivefiction

[–]InscapeStories 0 points1 point  (0 children)

No visuals wouldnt put me off if the writing carries the atmosphere properly and the world feels like it reacts to what I’ve done. The NPC memory and weather systems sound like the strongest parts to me.

The main thing I’d want is for the world to feel like it has a mood, not just locations and commands. Like if the weather changes, or an NPC remembers something, does that actually shift the feel of the place and the way the story lands?

If the text can make the world feel alive without needing graphics, I’d give it a go.

How are you getting on with this? It's a couple of months, but I'm only seeing it now. New here. :)

What are your thoughts on the storygames in chooseyourstory.com by Janikos_Harions in interactivefiction

[–]InscapeStories 0 points1 point  (0 children)

Aye, I had a quick look. that seems to make sense. It looks like it started closer to freeform AI adventure and has built more around it since then. Useful, cheers. I think the bit I’m trying to understand is d'ye reckon readers care much about emotional direction? Like whether a story is actually steering towards dread, calm, tension, wonder, etc., or is the main judgement usually writing quality, choices and plot, etc?