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Index
Introduction PART I From Story to Interactive Storytelling
Chapter 1 Story
The Development of Storytelling
Mental Modules Interact At Last, Narrative
The Nature of Stories
Strong Structure People Conflict Puzzles Choices Spectacle
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
Speed Depth Choice
So What?
Incentive #1: Basis of Competitive Advantage Incentive #2: Revolutionary Incentive #3: Power
Chapter 3 Interactive Storytelling
Extrapolation from Games Interactivized Movies Plot Versus Interactivity It’s Different
How Do You Generate Enough Interesting Decisions? How Do You Pare Away the Boring Decisions? How Do You Keep the Storyworld Interesting?
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
Bubble Intellectualism Cross-disciplinary Futility
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
Causal Relationships Modeling as Metaphor Aside: Quantifying Humanity
The Artist’s Mathematical Palette
Weighting Factors How to Set Values
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
Extending the Size of the Three-dimensional World More Props More Agents Smarter Agents More and Better Puzzles A Journey Structure All of the Above
Storytelling in The Sims
Chapter 9 Data-Driven Strategies
Story Components Connectivity Data
A Short Digression
The Aarne-Thompson Catalogues
Applications
Vladimir Propp
An Application
Georges Polti An Inside-Out Approach Language and Reality
Vocabulary Grammars Meaning Inverse Parsing Semantic Networks Graphical Languages Basic English Pictorial Languages
Factors in Developing a Personality Model
Completeness Conciseness Orthogonality Tied to Behavior Overspecificity
Types of Personality Variables
Polarity of Variables Moods
My Preferred Personality Model
Intrinsic Variables Mood Variables Volatility Variables Accordance Variables Relationship Variables
Automatic Relationship Adjustment Calculating with Personality Variables Putting a Personality Model to Work: An Exercise Listen Think Speak
Environmental Manipulation Goal Injection Shifting Personalities The Ticking Clock of Doom Dropping the Fourth Wall
“Correcting” the Player Scoring Systems
Example: An Arthurian Storyworld
Tragedy Verb Counts Specific Versus Generalized Verb Handling Events Chomskian, or Recursive, Data Structures Flat Data Structures HistoryBooks Gossip
Recording Events Constructing Tales Finding a Gossip-Mate
Lies
Intent to Harm Relationships Gain Benefit Through Misdirection Defensive Denial
Secrets The Grapevine Including Anticipation Choosing Verbs Including Logical Inferences
Inference Engines Tree Analysis
Selecting Options
Hard-wired Versus Soft-wired Approaches
Roles From Plan to Execution
Deferred Reactions
Historical Background The Importance of Development Environments Elements of Development Environments
Algorithmic Entry Some Suggestions Setting the Context Threadtests and Rehearsals ComeFrom Analysis Debuggers A Programming Note Script Editing
Early Efforts The Erasmatron Engine
Data Types Roles Scripts Inclination Formulae Time in the Erasmatron Plan Execution Movement and Space Additional Odds and Ends in the Engine
Future Directions Generic Issues
Hammers and Nails Boolean Thinking
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 Interactive Fiction Hypertext Fiction Digital Storytelling Scriptwriting Software Role-Playing Games Simulations Narrative Intelligence The Evolutionary School
The Wrong Verbs The Wrong Themes Market Factors A Marketing Fairy Tale A Marketing Nightmare
The Revolutionary School
Implications of the Market-Driven Approach Increasing Awareness
Predictions Index
Chapter 10 Language-Based Strategies
PART IV Core Technologies for Interactive Storytelling
Chapter 11 Personality Models Chapter 12 Drama Managers Chapter 13 Verbs and Events Chapter 14 HistoryBooks and Gossip Chapter 15 Anticipation Chapter 16 Roles and Sequencing Chapter 17 Development Environments
PART V Applications
Chapter 18 The Erasmatron Chapter 19 Research Chapter 20 Distant Relatives Chapter 21 Prognostications
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