Chris crawford On Interactive StoryTelling

xiaoxiao2021-03-05  30

Interactive storytelling will succeed games as the next big development in entertainment software. Everybody knows it's coming, and plenty of people are trying to make it happen. Although a variety of people have attempted to inject storytelling into their products, the sad fact is, for all the talk about interactive storytelling, nobody has yet produced a viable commercial interactive storytelling product, but Chris Crawford has struggled farther down that path than anybody else. Here he offers the results of 12 years of effort dedicated solely to solving the problem of interactive storytelling . Crawford proceeds in a straight line from clean, simple fundamentals of interactivity and storytelling to their direct consequences for designing interactive storytelling technologies. Along the way, he resolves misleading dilemmas, such as the feckless debate over plot versus interactivity, and then offers detailed descriptions Of Technologies for Implementing Interactive Storytelling. Herein lies the meat of the book. Instead of vague, hand-waving wishlists, Crawford gives workable solutions. Instead of intellectually pretentious gobbledygook, Crawford explains in plain English what works and what does not. This is the real thing.

Some of the key concepts explained herein:

Verbs: The core concept of interactive storytelling

How to assemble verbs into events

How To Build Useful Personality Models

Gossip and the flow of information in drama

Anticipation: How Characters Moduate Their Behavior Toward Others

Inclination Formulae: How Characters Make Choices

Sequencing Character Behavior in Dramatically Rational Ways

Developments for interactive storytelling. INTERACTIVE

Table of contents

Introduction

Part i: from story to interactive storytelling1 story

2 interactivity

3 interactive storytelling

Part II: Styles of Thinking

4 Two Cultures, No Hits, NO Runs

5 Abstract

6 Verb Thinking

Part III: Strategies for Interactive Storytelling

7 Simple Strategies That Don't Work

8 Environmental Strategies

9 Data-Driven Strategies

10 Language-based Strategies

Part IV: Core Technologies for interactive storytelling

11 Personality Models

12 Drama Managers

13 Verbs and Events

14 HistoryBooks and GOSSIP

15 Anticipation

16 sequencing

17 Development Environments

Part V: Applications

18 the Erasmatron

19 research

20 Distant Relatives

21 Prognostications

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