"Well, That was Quick" - Towards Storyworld Adaptivity That Reacts To Players as People

Bjarke Alexander Larsen, Henrik Schoenau-Fog

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review


This paper proposes an investigation into interactive storyworld adaptivity, which is adapting the world in ways that do not necessarily alter the plot or narrative management of the story, but rather, purely change the world around the player. Using the game “Red Dead Redemption 2” as a case study, the paper discusses the possibilities of these kinds of adaptations and looks ahead to the future possibilities and what an interactive storyworld design might need to consider if it could change the entire world in real time, while letting the player roam free. It considers the types of interactions we should focus for more natural adaptations and what technology might help implement such a future, and why we would want to do so in the first place.
Original languageEnglish
Title of host publicationInteractive Storytelling : 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings
EditorsRogelio E. Cardona-Rivera, R. Michael Young, Anne Sullivan
Number of pages10
Publication date30 Nov 2019
ISBN (Print)978-3-030-33893-0
ISBN (Electronic)978-3-030-33894-7
Publication statusPublished - 30 Nov 2019
EventInternational Conference on Interactive Digital Storytelling: ICIDS 2019: Interactive Storytelling - , United States
Duration: 19 Oct 201923 Nov 2019


ConferenceInternational Conference on Interactive Digital Storytelling
CountryUnited States
Internet address
SeriesLecture Notes in Computer Science (LNCS)


  • Adaptivity
  • Interactive storyworlds
  • Red Dead Redemption 2
  • Storyworlds

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