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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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