Chris Crawford on interactive storytelling / Chris Crawford.
By: Crawford, Chris
.
Material type:
BookPublisher: Berkeley, CA : New Riders, c2005Description: xviii, 366 p. : ill. ; 24 cm. + pbk.ISBN: 0321278909 ; 9780321278906.Other title: Interactive storytelling.Subject(s): Computer games -- Design| Item type | Current library | Call number | Copy number | Status | Barcode | |
|---|---|---|---|---|---|---|
| General lending | MTU Bishopstown Library Lending | 794.81526 (Browse shelf(Opens below)) | 1 | Available | 00079639 | |
| General lending | MTU Kerry North Campus Library First Floor Main | 794.81526 CRA (Browse shelf(Opens below)) | 0 | Available | 38888000878565 | |
| General lending | MTU Kerry North Campus Library First Floor Main | 794.81526 CRA (Browse shelf(Opens below)) | 1 | Available | 38888000785208 | |
| General lending | MTU Kerry North Campus Library First Floor Main | 794.81526 CRA (Browse shelf(Opens below)) | 2 | Available | 38888000785216 | |
| General lending | MTU Kerry North Campus Library First Floor Main | 794.81526 CRA (Browse shelf(Opens below)) | 3 | Available | 38888000785224 |
Enhanced descriptions from Syndetics:
As a game designer or media storyteller, you know that the story is everything. However, figuring out how to tell it interactively - can be challenging. This work provides examples of contemporary games that rely on different technologies - and learn the storytelling lessons to be garnered from each of the past methodologies.
Includes bibliographical references and index.
Introduction -- Part I: From story to interactive storytelling -- Story -- Interactivity -- Interactivity storytelling -- Part II: Styles of Thinking -- Two cultures, No hits, no runs -- Abstraction -- Verb thinking -- Part III: Strategies for interactive storytelling -- Simple strategies that don't work -- Environmental strategies -- Data-driven strategies -- Language-based strategies -- Part IV: Core Technologies for Interactive Storytelling -- Personality Models -- Drama Managers -- Verbs and Events -- History Books and Gossip -- Anticipation -- Roles and sequencing -- Development environments -- Part V: Applications -- The Erasmatron -- Research -- Distant Relatives -- Prognostications.
Using real-world examples of varying success, the author demonstrates to game designers, developers and new media professionals the art of interactive storytelling, in the context of computer gaming.
Table of contents provided by Syndetics
- Introduction (p. xvi)
- Part I From Story to Interactive Storytelling (p. 1)
- Chapter 1 Story (p. 3)
- The Development of Storytelling (p. 4)
- Mental Modules Interact (p. 4)
- At Last, Narrative (p. 6)
- The Nature of Stories (p. 13)
- Strong Structure (p. 14)
- People (p. 15)
- Conflict (p. 16)
- Puzzles (p. 17)
- Choices (p. 17)
- Spectacle (p. 18)
- The Tyranny of the Visual (p. 19)
- Spatial Thinking (p. 20)
- Temporal Discontinuity (p. 22)
- Chapter 2 Interactivity (p. 25)
- How Wrong Art Thou? Let Me Count the Ways (p. 26)
- My Definition of Interactivity (p. 29)
- Second-Person Insight (p. 31)
- A Model for Human Understanding (p. 33)
- Discipline (p. 35)
- Degrees of Interactivity (p. 36)
- Speed (p. 37)
- Depth (p. 39)
- Choice (p. 40)
- So What? (p. 42)
- Incentive #1 Basis of Competitive Advantage (p. 42)
- Incentive #2 Revolutionary (p. 43)
- Incentive #3 Power (p. 44)
- Chapter 3 Interactive Storytelling (p. 45)
- Extrapolation from Games (p. 46)
- Interactivized Movies (p. 48)
- Plot Versus Interactivity (p. 49)
- It's Different (p. 52)
- How Do You Generate Enough Interesting Decisions? (p. 53)
- How Do You Pare Away the Boring Decisions? (p. 55)
- How Do You Keep the Storyworld Interesting? (p. 56)
- Atoms of Interactive Storytelling (p. 58)
- The Ideal Scale of Dramatic Resolution (p. 59)
- What Can't Be Part of Interactive Storytelling (p. 61)
- Part II Styles of Thinking (p. 65)
- Chapter 4 Two Cultures, No Hits, No Runs (p. 67)
- Techies: Programmers and Games People (p. 69)
- Artsies: The New Media People (p. 72)
- Bubble Intellectualism (p. 73)
- Cross-disciplinary Futility (p. 75)
- Neurophysiological Basis (p. 76)
- Exhortations and Prognostications (p. 77)
- Chapter 5 Abstraction (p. 81)
- Justice (p. 82)
- Science (p. 83)
- Pulling It Together (p. 84)
- Playing God (p. 86)
- Chapter 6 Verb Thinking (p. 91)
- Verb Thinking Versus Noun Thinking (p. 92)
- Case in Point: Multimedia (p. 97)
- Getting Started with Verb Thinking (p. 100)
- Causal Relationships (p. 102)
- Modeling as Metaphor (p. 104)
- Aside: Quantifying Humanity (p. 110)
- The Artist's Mathematical Palette (p. 112)
- Weighting Factors (p. 115)
- How to Set Values (p. 118)
- Part III Strategies for Interactive Storytelling (p. 121)
- Chapter 7 Simple Strategies That Don't Work (p. 123)
- Branching Trees (p. 124)
- Foldback Schemes (p. 126)
- Constipated Stories (p. 130)
- Kill 'Em If They Stray (p. 130)
- Storified Games (p. 130)
- Chapter 8 Environmental Strategies (p. 135)
- Emergent Story (p. 137)
- Possible Extensions (p. 138)
- Extending the Size of the Three-dimensional World (p. 138)
- More Props (p. 140)
- More Agents (p. 140)
- Smarter Agents (p. 140)
- More and Better Puzzles (p. 141)
- A Journey Structure (p. 141)
- All of the Above (p. 142)
- Storytelling in The Sims (p. 142)
- Chapter 9 Data-Driven Strategies (p. 145)
- Story Components (p. 146)
- Connectivity Data (p. 146)
- A Short Digression (p. 147)
- The Aarne-Thompson Catalogues (p. 148)
- Applications (p. 152)
- Vladimir Propp (p. 153)
- An Application (p. 156)
- Georges Polti (p. 156)
- Chapter 10 Language-Based Strategies (p. 161)
- An Inside-Out Approach (p. 162)
- Language and Reality (p. 162)
- Vocabulary (p. 164)
- Grammars (p. 169)
- Meaning (p. 170)
- Inverse Parsing (p. 172)
- Semantic Networks (p. 173)
- Graphical Languages (p. 174)
- Basic English (p. 176)
- Pictorial Languages (p. 177)
- Part IV Core Technologies for Interactive Storytelling (p. 179)
- Chapter 11 Personality Models (p. 181)
- Factors in Developing a Personality Model (p. 182)
- Completeness (p. 182)
- Conciseness (p. 183)
- Orthogonality (p. 183)
- Tied to Behavior (p. 185)
- Overspecificity (p. 185)
- Types of Personality Variables (p. 186)
- Polarity of Variables (p. 188)
- Moods (p. 189)
- My Preferred Personality Model (p. 190)
- Intrinsic Variables (p. 190)
- Mood Variables (p. 191)
- Volatility Variables (p. 191)
- Accordance Variables (p. 192)
- Relationship Variables (p. 192)
- Automatic Relationship Adjustment (p. 194)
- Calculating with Personality Variables (p. 196)
- Putting a Personality Model to Work: An Exercise (p. 199)
- Chapter 12 Drama Managers (p. 201)
- Listen (p. 203)
- Think (p. 204)
- Speak (p. 205)
- Environmental Manipulation (p. 205)
- Goal Injection (p. 206)
- Shifting Personalities (p. 207)
- The Ticking Clook of Doom (p. 207)
- Dropping the Fourth Wall (p. 208)
- "Correcting" the Player (p. 209)
- Scoring Systems (p. 212)
- Example: An Arthurian Storyworld (p. 212)
- Tragedy (p. 214)
- Chapter 13 Verbs and Events (p. 217)
- Verb Counts (p. 218)
- Specific Versus Generalized Verb Handling (p. 219)
- Events (p. 221)
- Chomskian, or Recursive, Data Structures (p. 224)
- Flat Data Structures (p. 225)
- Chapter 14 HistoryBooks and Gossip (p. 227)
- HistoryBooks (p. 228)
- Gossip (p. 230)
- Recording Events (p. 231)
- Constructing Tales (p. 231)
- Finding a Gossip-Mate (p. 234)
- Lies (p. 238)
- Intent to Harm Relationships (p. 238)
- Gain Benefit Through Misdirection (p. 239)
- Defensive Denial (p. 240)
- Secrets (p. 240)
- The Grapevine (p. 241)
- Chapter 15 Anticipation (p. 245)
- Including Anticipation (p. 246)
- Choosing Verbs (p. 250)
- Including Logical Inferences (p. 251)
- Inference Engines (p. 251)
- Tree Analysis (p. 253)
- Chapter 16 Roles and Sequencing (p. 255)
- Selecting Options (p. 256)
- Hard-wired Versus Soft-wired Approaches (p. 256)
- Roles (p. 257)
- From Plan to Execution (p. 262)
- Deferred Reactions (p. 264)
- Chapter 17 Development Environments (p. 267)
- Historical Background (p. 268)
- The Importance of Development Environments (p. 271)
- Elements of Development Environments (p. 271)
- Algorithmic Entry (p. 271)
- Some Suggestions (p. 274)
- Setting the Context (p. 280)
- Threadtests and Rehearsals (p. 280)
- ComeFrom Analysis (p. 282)
- Debuggers (p. 286)
- A Programming Note (p. 286)
- Script Editing (p. 287)
- Part V Applications (p. 295)
- Chapter 18 The Erasmatron (p. 297)
- Early Efforts (p. 298)
- The Erasmatron Engine (p. 299)
- Data Types (p. 300)
- Roles (p. 301)
- Scripts (p. 301)
- Inclination Formulae (p. 302)
- Time in the Erasmatron (p. 304)
- Plan Execution (p. 304)
- Movement and Space (p. 304)
- Additional Odds and Ends in the Engine (p. 305)
- Future Directions (p. 306)
- Chapter 19 Research (p. 307)
- Generic Issues (p. 308)
- Hammers and Nails (p. 309)
- Boolean Thinking (p. 309)
- The Oz Project (p. 314)
- Experience Management (p. 315)
- Story Traces (p. 317)
- Facade (p. 318)
- The Dr. K- Project (p. 319)
- HEFTI (p. 320)
- IDTension (p. 323)
- The Virtual Storyteller (p. 326)
- InterTale (p. 327)
- Story Grammars (p. 327)
- Interactive Drama Architecture (p. 329)
- DraMachina (p. 329)
- Personal Narrative Agents (p. 329)
- HTN- and HSP-Based Technologies (p. 330)
- Chapter 20 Distant Relatives (p. 335)
- Interactive Fiction (p. 336)
- Hypertext Fiction (p. 337)
- Digital Storytelling (p. 338)
- Scriptwriting Software (p. 339)
- Role-Playing Games (p. 340)
- Simulations (p. 341)
- Narrative Intelligence (p. 342)
- Chapter 21 Prognostications (p. 343)
- The Evolutionary School (p. 344)
- The Wrong Verbs (p. 344)
- The Wrong Themes (p. 345)
- Market Factors (p. 345)
- A Marketing Fairy Tale (p. 345)
- A Marketing Nightmare (p. 346)
- The Revolutionary School (p. 348)
- Implications of the Market-Driven Approach (p. 350)
- Increasing Awareness (p. 350)
- Predictions (p. 351)
- Index (p. 353)