Chris Crawford on interactive storytelling
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 t...
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Formato: | Libro electrónico |
Idioma: | Inglés |
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[Place of publication not identified]
New Riders
2005
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Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009634679406719 |
Tabla de Contenidos:
- 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.