Safeguarding the Creativity of Authors
Storytelling Creativity Academic digression Company Values Dec 2, 2024 2:53:11 PM David Palfrey 39 min read

At Mind Mage, we want to see a future where human creativity continues to be rewarded and celebrated, and to do what we can to build towards that future. Our starting point is that creativity and technology have always been entangled with each other, and this will continue to be true. There's no way to stop or reverse the clock. But we should try to be as self-aware and transparent as possible. At every stage we can try, as best we can, to understand the consequences of the tools we are building, and build towards the future we want to see. And as software developers we should ensure that we build in collaboration with creative authors, rather than operating at an artificial distance from them.
There are all kinds of hopes and fears in this area right now, far too many to be addressed here. It's also always genuinely hard to foresee the effects of new media. Some fears that old media will be replaced are overblown, like the fears that cinema would replace stage plays. On the other hand, the talkies did entirely replace silent movies, ending employment for movie house orchestras and some silent stars. It seems unlikely that anyone in the world has a very good sense where all the chips will fall right now. This blog post will certainly only scratch the surface. But we hope it's interesting as a glimpse into the way we're thinking about things. And if you have thoughts or comments, let us know.
Substitutes and ComPlements, selection and combination
To get the discussion going, I'm going to put some economic vocabulary and some linguistic vocabulary next to each other. Economists sometimes talk about 'substitute goods' and 'complementary' goods. Margarine and butter are substitutes. Bread and butter are complements. Over the last hundred years economists have suggested various mathematical criteria to tell which is which, and 'elasticity' measures to quantify how much that's true. Meanwhile, in a different corner of the intellectual universe, structuralist linguists were busy making a very similar distinction. They thought that the meaning of any 'sign', such as a word or a phoneme, was basically a matter of the relation of that sign to other signs. And there were two basic ways in which signs related to each other: through 'selection' (e.g., the words 'cup' and mug', which could be selected instead of each other) and through 'combination' (e.g., the words 'dirty' and 'mug', which could be combined to make a phrase). If you wanted to be fancy, you could refer to this distinction between selection and combination in Greek, as an opposition between 'paradigmatic' and 'syntagmatic' sign-relations. However you referred to it, the distinction was claimed to shed light on all sorts of things. The Russian linguist Roman Jakobson (Two Aspects of Language and Two Kinds of Aphasia) argued it helped classify types of aphasia after brain injury. The English literary critic David Lodge, in The Modes of Modern Writing, labelled different generations of literary fiction by whether their predominant stylistic device was metaphor (selection) or metonymy (combination) .
So we have an economic anxiety: are generative AI tools going to work as complements or substitutes for human creativity? And this is simultaneously a question of how bits of language are going to co-exist: will it be combination or selection which predominates between machine and human signs?
Domains of creativity: modalities and human ecologies

One relevant aspect of a creative domain with technical consequences is its modality. Different modalities require different low-level generative modelling techniques. Language models need to be sequence models, like transformer models, working with probability distributions over tokens in order to generate one token after another; image models, such as diffusion models, need to generate all the pixels in an image at once. These low-level differences are one reason why high-level affordances built on those techniques can differ across modalities.
At Mind Mage we are deliberately prioritizing the modalities of audio speech and written language. That's where we want to innovate and provide new interactive possibilities. Our aim is to help authors provide new kinds of immersive gaming experience through an audio channel. Our technical expertise and our aesthetic sensibilities are focused on conversational storytelling and what can be done with language. So, frankly, we've been happy to be relative klutzes when it comes to images. Using images is not an area where we want to center our business activity. It's possible this lack of conscious attention has led us into lazy habits. We've sometimes used gen AI images as a provisional placeholder - a kind of visual lorem ipsum -Β to bootstrap ourselves and move quickly in an area where we don't yet know what we really want. This is likely an area where we could do better. How should we ensure that we safeguard the priorities of creatives in a modality which is only of secondary importance to us?
However, I don't think that differences in modality are the most important differences between domains of human creativity. Even from a narrowly technical point of view, multi-modal models are receiving more and more attention. More fundamentally, the most important differences between domains of human creativity are to do with the human rather than the technological side. What I'll call the human ecology of creativity is the cluster of ways in which creatives interact with each other in different domains. We standardly think of poets, novelists and painters as exercising their creativity alone. Co-written novels are a tiny minority. Novelists may get help from editors, and painters may get help from curators, but editors and curators are imagined as playing a strictly subordinate role. This is enormously different from creation in which collaboration is constitutive. Orchestral performance involves a conductor and multiple musicians. Musical recordings may need multiple musicians and a producer. Plays may involve a director, multiple actors, and some other production roles. Films involve all these roles and much more: cinematographers, editors, etc. In these more complex ecologies of creativity we can't avoid speaking of creative collaboration. Another way to put it is that this is essentially distributed creativity.
RPGs and distributed creativity
This is where we at Mind Mage see generative AI as providing an opportunity. The technology we are building helps a game author to reach players, by using an LLM agent to act as storyteller, or act as a player to make up the numbers. That is clearly using a machine in one place which formerly required the human exercise of creativity. But it's not thereby diminishing regard for either the creativity of module authors, or that of the players themselves. In fact, it's using technology to connect authors to players, and allow their creativities to resonate with each other.
To do this well obviously requires that we pay attention to the creative needs on both sides. On the one hand, authors need to be able to reap the rewards of their creativity - rewards which are both financial and to do with their visible status as creators. Authors also need narrative tooling which equips them with the range of expressivity and control which matters to them. Delivering a narrative through automated storytelling must preserve the narrative features, and even the tonal or stylistic features of the game experience, which the author most cares about. On the other hand, players need to be able to enjoy the game as delivered - through immersion in the game environment, in the opportunities afforded by creatively fashioning their character's responses, and in the cumulative incident of narrative progression. This is still, after all, a situation of distributed creativity. Our role is to act as transmission mechanism between author and player, so that the conversational experience in which the player creatively participates is an experience which genuinely connects them to the author's prior act of creativity. If we get that right, we believe that players will feel the connection.