ENGLISH

Chris Crawford on Interactive Storytelling

Book information

Publisher
New Riders
Year
2005
ISBN
0321278909
Language
english
Format
PDF
Filesize
3 MB (2630325 bytes)
Edition
1
Pages
\385
Topic
Literature
Time added
2020-05-03 09:46:04

Description

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 A B C D E F G H I J K L M N O P Q R S T U V W Z

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