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Chris Crawford on interactive storytelling

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Crawford, Chris, Author.
Contributor:
Safari Tech Books Online.
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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