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Chris Crawford on interactive storytelling
- Format:
- Book
- Author/Creator:
- Crawford, Chris, Author.
- Language:
- English
- Subjects (All):
- Video games--Design.
- Video games.
- Fiction--Authorship.
- Fiction.
- Storytelling.
- Physical Description:
- 1 online resource (385 pages)
- Edition:
- 1st ed.
- Place of Publication:
- [Place of publication not identified] New Riders 2005
- Language Note:
- English
- Summary:
- As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.
- Contents:
- Cover
- Table of Contents
- Introduction
- PART I: From Story to Interactive Storytelling
- Chapter 1 Story
- The Development of Storytelling
- The Nature of Stories
- The Tyranny of the Visual
- Spatial Thinking
- Temporal Discontinuity
- Chapter 2 Interactivity
- How Wrong Art Thou? Let Me Count the Ways
- My Definition of Interactivity
- Second-Person Insight
- A Model for Human Understanding
- Discipline
- Degrees of Interactivity
- So What?
- Chapter 3 Interactive Storytelling
- Extrapolation from Games
- Interactivized Movies
- Plot Versus Interactivity
- It's Different
- Atoms of Interactive Storytelling
- The Ideal Scale of Dramatic Resolution
- What Can't Be Part of Interactive Storytelling
- PART II: Styles of Thinking
- Chapter 4 Two Cultures, No Hits, No Runs
- Techies: Programmers and Games People
- Artsies: The New Media People
- Neurophysiological Basis
- Exhortations and Prognostications
- Chapter 5 Abstraction
- Justice
- Science
- Pulling It Together
- Playing God
- Chapter 6 Verb Thinking
- Verb Thinking Versus Noun Thinking
- Case in Point: Multimedia
- Getting Started with Verb Thinking
- The Artist's Mathematical Palette
- PART III: Strategies for Interactive Storytelling
- Chapter 7 Simple Strategies That Don't Work
- Branching Trees
- Foldback Schemes
- Constipated Stories
- Kill 'Em If They Stray
- Storified Games
- Chapter 8 Environmental Strategies
- Emergent Story
- Possible Extensions
- Storytelling in The Sims
- Chapter 9 Data-Driven Strategies
- Story Components
- Connectivity Data
- The Aarne-Thompson Catalogues
- Vladimir Propp
- Georges Polti
- Chapter 10 Language-Based Strategies
- An Inside-Out Approach
- Language and Reality
- PART IV: Core Technologies for Interactive Storytelling
- Chapter 11 Personality Models.
- Factors in Developing a Personality Model
- Types of Personality Variables
- My Preferred Personality Model
- Automatic Relationship Adjustment
- Calculating with Personality Variables
- Putting a Personality Model to Work: An Exercise
- Chapter 12 Drama Managers
- Listen
- Think
- Speak
- "Correcting" the Player
- Scoring Systems
- Tragedy
- Chapter 13 Verbs and Events
- Verb Counts
- Specific Versus Generalized Verb Handling
- Events
- Chomskian, or Recursive, Data Structures
- Flat Data Structures
- Chapter 14 HistoryBooks and Gossip
- HistoryBooks
- Gossip
- Lies
- Secrets
- The Grapevine
- Chapter 15 Anticipation
- Including Anticipation
- Choosing Verbs
- Including Logical Inferences
- Chapter 16 Roles and Sequencing
- Selecting Options
- Roles
- From Plan to Execution
- Chapter 17 Development Environments
- Historical Background
- The Importance of Development Environments
- Elements of Development Environments
- PART V: Applications
- Chapter 18 The Erasmatron
- Early Efforts
- The Erasmatron Engine
- Future Directions
- Chapter 19 Research
- Generic Issues
- The Oz Project
- Experience Management
- Story Traces
- Façade
- The Dr. K- Project
- HEFTI
- IDTension
- The Virtual Storyteller
- InterTale
- Story Grammars
- Interactive Drama Architecture
- DraMachina
- Personal Narrative Agents
- HTN- and HSP-Based Technologies
- Chapter 20 Distant Relatives
- Interactive Fiction
- Hypertext Fiction
- Digital Storytelling
- Scriptwriting Software
- Role-Playing Games
- Simulations
- Narrative Intelligence
- Chapter 21 Prognostications
- The Evolutionary School
- The Revolutionary School
- Predictions
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 0-13-258225-2
- 1-282-69189-9
- 9786612691898
- 0-13-258226-0
- OCLC:
- 1027199114
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