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But if chatbots are, as we’ve been promised, the next evolution of apps, some of them will surely be games. “And I said, we should do that.” Pull String, which was founded by two Pixar veterans, has for the last five years worked with partners like Mattel and Sesame Workshop to automate conversations between kids and animated characters, as well as on its own talking mobile games, like Using conversation as a game format had always appealed to Humble. With Pull String’s technology, Humble wouldn’t need to put conversations into text bubbles over animated characters or think about path finding or worry about suspension of disbelief.

It was the job of Rod Humble, the game developer who created Jessie, to figure out what that meant. In June, an automated conversation company called Pull String (formerly Toy Talk) hired him to create a new series of games for Facebook Messenger called Humani. “With games, we limit ourselves to fairly simple inputs,” he says. “All of those problems go away,” he says, “and we can get straight to what I think is a more real-feeling experience, emotionally.”Pull String’s business is just as much about software as it is characters, but its software is designed to facilitate the work of creative writers, not developers.

Mitsuku is an artificial intelligence who can chat to you, tell you stories, jokes and horoscopes.

She is able to play a few simple games with you, as well as showing you webpages and pictures from the internet.

“It requires you to use your imagination; to use your intellect to engage with characters as opposed to just consuming.”You might say the same for a game, but Jessie also isn’t quite a typical game.

“I don’t think someone will get to the end of Jessie and say, yes, I beat it,” Humble says. It’s a different thing.”Jessie’s lighthearted series of quandaries is a first attempt at storytelling via chatbot, and one that in its casual tone and surface-level plot aims first to be believed.

The game does not generate responses to whatever the player says, but rather follows a path through these lines of dialogue depending on her responses. ” At one point, while she interviews for a marketing position, I feed her answers to a mock branding exercise.

Mitsuku is your new virtual friend and is here 24 hours a day just to talk to you.

To create the chatbot game, , it hired a writing team composed of four trained actors, with experience in slam poetry, improv, and other creative pursuits between them.

They created the Jessie character and wrote the 3,000 lines of dialogue that compose the game.

When Jessie asked me for my best pickup line, I suggested “Hi, I’m Jessie” and then explained that most people would prefer to start a conversation than to receive a sales pitch. While a chatbot’s inability to handle situations its creators have not anticipated will be extremely annoying when you’re trying to explain that you need to, say, ask an airline’s chatbot to switch one leg of a flight but not the other, or from the stereotypical high school student’s smartphone (“It’s GR8”), and the plot of her story doesn’t inspire many, if any, deeper questions. As one writer, Danielle Frimer, explains, as with improv comedy, “when Jessie makes a strong offer that has clarity and urgency, and intention behind it, it’s much easier to follow the string of the conversation.”Cast in the position of Jessie’s oracle, I naturally assumed a motherly role, telling Jessie to use Linked In and to be careful at the casino.

To Jessie’s credit, though she failed to engage with me in a discussion about gender relations, here, as in most cases where I wandered off topic, she nudged me back on track without a detour: “Oh what the hell. When the player meets Jessie, she has just lost her apartment and her job. Depending on the player’s choices, she may end up gambling on a boat with a Saudi prince or tipsy at a job interview. But you’re just as free to encourage her apparently more instinctive habit of self-destruction.

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