4. A computer-implemented method of creating an interactive character comprising: at a computer, receiving a conversational voice input from a user; with a processor of the computer, converting the conversational voice input to a text string; parsing the text string representation of the received input; matching patterns in the text string to key words to semantic concepts using word distance according to a character model for the interactive character; implementing in the character model a plurality of dramatic modes, wherein each dramatic mode has a parameter specifying when that dramatic mode is in effect for a certain time period in a timeline of a story; when the story is in a first time period, selecting a first dramatic mode where the conversational voice input from a user has a first percentage chance of invoking a mode change of the character; when the story is in a second time period after the first time period, selecting a second dramatic mode where the conversational voice input from a user has a second percentage chance of invoking the mode change of the character, wherein the second percentage chance is greater than the first percentage chance; and outputting to a display screen and speaker of the computer a representation of the character being in the changed mode in the first time period when the first percentage chance is exceeded and in the second time period when the second percentage chance is exceeded.
4. A computer-implemented method of creating an interactive character comprising: at a computer, receiving a conversational voice input from a user; with a processor of the computer, converting the conversational voice input to a text string; parsing the text string representation of the received input; matching patterns in the text string to key words to semantic concepts using word distance according to a character model for the interactive character; implementing in the character model a plurality of dramatic modes, wherein each dramatic mode has a parameter specifying when that dramatic mode is in effect for a certain time period in a timeline of a story; when the story is in a first time period, selecting a first dramatic mode where the conversational voice input from a user has a first percentage chance of invoking a mode change of the character; when the story is in a second time period after the first time period, selecting a second dramatic mode where the conversational voice input from a user has a second percentage chance of invoking the mode change of the character, wherein the second percentage chance is greater than the first percentage chance; and outputting to a display screen and speaker of the computer a representation of the character being in the changed mode in the first time period when the first percentage chance is exceeded and in the second time period when the second percentage chance is exceeded. 6. The method of claim 4 comprising: implementing a semantic behavior response in the character wherein in response to the conversational voice input, outputting to the display screen of the computer a representation of the character have a different facial expression than what was previously displayed.