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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Detalles Bibliográficos
Autor Corporativo: Safari Tech Books Online (-)
Otros Autores: Crawford, Chris Author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] New Riders 2005
Materias:
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.