WEBVTT -- English

00:00:14.930 --> 00:00:19.134
CHRIS CRAWFORD: Many years ago, I was a game designer.

00:00:19.853 --> 00:00:22.765
I was pretty good, I suppose.

00:00:22.768 --> 00:00:25.928
I made a bunch of games, 
a few of which were hits.

00:00:25.928 --> 00:00:29.000
I wrote books and articles about game design...

00:00:29.018 --> 00:00:31.018
...I even got some press.

00:00:31.047 --> 00:00:34.179
I also founded the Game Developers Conference.

00:00:34.539 --> 00:00:36.539
But I wanted MORE.

00:00:36.704 --> 00:00:39.878
I wanted to see games become an art form...

00:00:39.880 --> 00:00:44.539
...and I knew that interactive storytelling
was the way to make that happen.

00:00:44.539 --> 00:00:49.060
And I swore not to settle for half-way measures.

00:00:49.060 --> 00:00:54.246
I wasn't going to merely add
story to game like window dressing.

00:00:54.249 --> 00:01:00.725
I wasn't going to merely glue story onto game 
and then alternate between the two.

00:01:00.725 --> 00:01:02.959
That's just a trick.

00:01:02.960 --> 00:01:08.114
No. I wanted to get at the essence of storytelling...

00:01:08.114 --> 00:01:10.259
...and make it interactive.

00:01:10.456 --> 00:01:15.537
For twenty years, this has been my obsession.

00:01:15.683 --> 00:01:18.269
It's been a hard slog...

00:01:18.269 --> 00:01:22.049
...but at long last, the pieces 
are starting to come together.

00:01:22.197 --> 00:01:28.114
Already, a team of volunteers is 
hard at work building a product that we call...

00:01:28.114 --> 00:01:30.573
Siboot.

00:01:36.688 --> 00:01:39.295
ALVARO GONZALES: This game is like 
nothing you have played before.

00:01:39.296 --> 00:01:44.069
There are no monsters to shoot, 
no mazes to navigate, 
and no puzzles to solve.

00:01:44.206 --> 00:01:48.549
Instead, you talk to all characters using a symbolic language.

00:01:48.802 --> 00:01:54.950
This linguistic user interface is just one of 
the revolutionary technologies that make this game possible.

00:01:55.908 --> 00:02:00.042
But these characters are not the 
cardboard cutouts you see in most games.

00:02:00.343 --> 00:02:06.763
They are complex creatures with detailed 
personality models and sophisticated algorithms.

00:02:07.209 --> 00:02:12.733
These personality models and algorithms are 
themselves a revolutionary technology.

00:02:19.300 --> 00:02:24.063
LOUIS DARGIN: They are not push-button characters, either.

00:02:24.401 --> 00:02:32.549
They have moods and feelings that 
shift in accordance with their experiences.

00:02:39.384 --> 00:02:43.438
CHRIS CONLEY: Another revolutionary 
technology is our narrative engine.

00:02:43.633 --> 00:02:46.699
It enables you to gossip about others.

00:02:46.782 --> 00:02:49.560
You can threaten another character.

00:02:49.561 --> 00:02:54.110
You can make deals to reveal or 
obtain crucial information about others.

00:02:59.887 --> 00:03:04.679
LUC TOUPENSE: This information arms you for 
night time, when you sleep and enter dream space.

00:03:05.372 --> 00:03:08.669
There, you engage your opponents in dream combat.

00:03:08.669 --> 00:03:13.057
After a series of such battles, one player emerges victorious.

00:03:13.060 --> 00:03:17.330
The only way to win is to correctly 
predict what your opponent will do.

00:03:23.264 --> 00:03:28.960
LAIA BEE: To do this, the most important skill that 
you will need is social intelligence: the ability to read people.

00:03:29.193 --> 00:03:33.179
This is a game about intuition, not calculation.

00:03:33.180 --> 00:03:35.377
What is Koopie saying behind your back?

00:03:35.378 --> 00:03:37.549
Will Skordokott betray you?

00:03:37.550 --> 00:03:40.348
Read the novel. Observe their behavior.

00:03:40.348 --> 00:03:42.348
Get inside their minds.

00:03:44.955 --> 00:03:48.859
CHRIS CRAWFORD: We believe 
that this game is revolutionary.

00:03:49.026 --> 00:03:54.867
We think that by challenging a player's 
social intelligence and emotional intuition...

00:03:55.009 --> 00:03:58.336
...we can appeal to a much broader audience.

00:03:58.592 --> 00:04:04.149
And Siboot is only the first step 
in a much more ambitious project...

00:04:04.150 --> 00:04:09.908
...to put all of this technology into the 
public domain, so that everybody can use it.

00:04:10.961 --> 00:04:13.527
But... we can't do this alone.

00:04:14.199 --> 00:04:19.391
Working nights and weekends, it 
will take us years to get this job done.

00:04:19.891 --> 00:04:22.468
We need your help.

