Emotional User Interfaces
2007-03-09

I gave a talk at the Game Developer’s Conference the other day on something I’m calling an “Emotional User Interface.”
The basic argument is this:
Interactive narrative can rely on the emotions of a user to guide the story. Non-Player Characters are especially well suited for this.
It seems an absurdly simple proposition, now that I think about it. The more I take this perspective and look back on it the more I see this as being, perhaps, a defining moment in gaming history; when we will realize how we interface with each other, and apply that to narrative.
The slides are here.
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