• Simulating Neo-Aristotelian theatre Interactive
Drama model.
Fac¸ade is designed to be short and intensive, with
a play duration of 20 minutes. Mateas envisioned
Fac¸ade as a work of art, which the user will experi-
ence a ’strong agency’ when played the first time and
would want to replay again to explore the rich char-
acters and drama intensive plot (Mateas, 1999). How-
ever, a user experience evaluation in 2012 revealed
that users’ story experience (curiosity, suspense, and
identification) does not change between the first time
and the second (Roth et al., 2012). This means that
users of Fac¸ade did not benefit in the narrative ex-
perience from the repeated opportunity. Journalistic
writings about Fac¸ade often mention how the users
realize soon that he does not influence the plot or NPC
behaviour, and soon try to test out the system by act-
ing extreme.
The causes for the failure of Fac¸ade as dramatic
narrative can be various, however, this paper will fo-
cus the main problem: NPCs.
• NPCs in Fac¸ade do not have capability to carry
conversations outside of the plot’s topic.
The plot is rather predictable: a couple is break-
ing up. To make the narrative interesting, we need
complex characters. Trip and Grace might have rich
characters, but the user does not have access to them.
The user can not engage in any meaningful conver-
sation with NPCs, nor are events designed to express
the complexities of characters. Then, what happened
to the rich characters Mateas envisioned?
In Fac¸ade, AI was applied to two system tools:
one for story making (procedural story), and another
for managing NPC reactions. The keywords for NPC
can be believability, expressiveness, and emotional re-
actions(Reilly and Bates, 1992), (Mateas and Stern,
2002a). The term Believable Agent was defined in
the OZ project at Carnegie Mellon University, which
developed programming languages, Em and Hap, for
automated emotions and actions (Bates et al., 1991).
The Believable Agent took its cues from narrative
psychologists, who argued that agents will be more
comprehensible if their visible behaviour is structured
into narrative (Mateas and Sengers, 1999). For Bates,
Reilly, and Mateas, believability of a character should
be expressed by clearly visible action. Thus emo-
tions are visualized through facial expressions, and
behaviour means corporeal movement. For exam-
ple, a character who is frustrated may walk to a door,
pause, breath out a sigh, then open the door. A sad-
ness would be showed as a sad face, in crooked angle
of eyebrows and mouth shapes. Believable Agent is
a character who shows what he feels. These actions
will exhibit rich personality, according to Mateas.
Exterior-wise, Trip and Grace do act with reason-
ably proper movement; walking, angry face, irritated
expression, throwing out arms, etc. However, inte-
rior wise, Trip and Grace do not have a database for
detailed personal information. What we can find out
about them is mainly conditions in the plot, which we
are clearly being told about. They have been married
for 10 years, Trip was a bartender in his youth and
somehow he is shamed of it (we do not know why,
though know that he is afraid of being poor), they are
not happy in their marriage, Grace wanted to be an
artists, etc. Strangely enough, the pre-recorded dia-
logues are strictly used to deliver informations for the
plot (unhappy marriage). There is no subtlety in Trip
and Grace’s dialogue and action. It is loud and clear
that they are unhappy together, and are not meant to
listen to what the user has to say. We learn the cause
(Trip was bartender and shamed about it) and the ef-
fect (Trip is afraid of being poor), but missing a lot
of irrational, emotional, yet dramatically interesting
personal information, in the middle. Any attempt the
user does to start a more personal conversation (e.g.
what is wrong with being a bartender: what does Trip
do for living now), is met by a wall, as NPCs do
not have ability to handle talk outside of plot-oriented
topics. In this regard, Fac¸ade failed interacting with
the users.
Believable Agent in Fac¸ade is more about ab-
stracting a general acting method. ABL (A Behaviour
Language), the programming language developed for
Fac¸ade (Mateas and Stern, 2002a), is described by
Mateas as AI implementation of the actor’s mind to
chose proper movement (Rauch, 2006). Yet the char-
acters of NPCs can only by felt by their dialogues, not
by their actions. Characteristics of Trip and Grace ex-
ist in the 5 hours of pre-recorded dialogues and not in
the behaviour. The trust in the idea of ”action speaks
louder” seems to be misplaced. When the user was
offered a drink made by Trip, the user can not choose
any other drinks but his cocktail. Should this say that
Trip is a jerk? Instead of interpreting the behaviour
as indications of character, the user may believe that
the interaction has failed, making conversations with
NPC meaningless. The pretension of conversation
will be lost. The fact that dialogues are not oriented
towards describing the characters but the plot, may
render Fac¸ade unsatisfying as a drama for many.
Mateas did not consider chatbot as a possible
model for building a character (Mateas, 1999, p.16),
and seems to have believed that expressing personal-
ity is best as pre-written dialogues. The problem of
this approach is that no author can make up replies
for all kind of input from the user. Unfortunately, as
bad conservationists, Trip and Grace turned out to be
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