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Chris Crawford on Interactive Storytelling

Overview

Unlike video games, interactive storytelling emphasizes human interaction, rather than mechanical conflict. By letting game players act out the role of the protagonist, interactive storytelling creates a more complex, more engaging experience- and it already shows signs of becoming the next major trend in entertainment software.
Chris Crawford, a pioneer in computer games, here offers his wisdom to developers entering this field of game design. Starting with the fundamental ...
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Chris Crawford on Interactive Storytelling

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Overview

Unlike video games, interactive storytelling emphasizes human interaction, rather than mechanical conflict. By letting game players act out the role of the protagonist, interactive storytelling creates a more complex, more engaging experience- and it already shows signs of becoming the next major trend in entertainment software.
Chris Crawford, a pioneer in computer games, here offers his wisdom to developers entering this field of game design. Starting with the fundamental principles of interactivity and storytelling, he illuminates the technologies being developed. Dispensing with vague wishlists of features and pretentious gobbledygook, Crawford provides workable solutions, telling you in plain English what works and what doesn't.
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Product Details

  • ISBN-13: 9780321864970
  • Publisher: New Riders
  • Publication date: 12/29/2012
  • Edition number: 2
  • Pages: 343
  • Sales rank: 706,486
  • Product dimensions: 7.20 (w) x 9.00 (h) x 0.80 (d)

Meet the Author

Chris Crawford is a computer game designer and author of several game design books, including the previous edition of this book and Chris Crawford on Game Design. A pioneer of game design, Crawford founded The Journal of Computer Game Design and organized the Game Developers Conference (GDC), which draws over 10,000 attendees two times a year. Considered an expert in the area of interactive storytelling, Crawford developed Storytron, an engine for running interactive electronic storyworlds.
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Table of Contents

Table of Contents

Part I: The Basics

Chapter 1: Storytelling

Chapter 2: Interactivity

Chapter 3: Interactive Storytelling

Part II: Mentalities

Chapter 4: Abstraction

Chapter 5: Verb Thinking

Chapter 6: The Agony of Math

Chapter 7: The Two Cultures

Part III: Evolutionary Strategies

Chapter 8: Branching Stories

Chapter 9: Interactive Fiction

Chapter 10: Role Playing Games

Chapter 11: Videogames

Part IV: Storytron Technology

Chapter 12: Bounded Numbers

Chapter 13: Actors, Stages, and Props

Chapter 14: Personality Models

Chapter 15: Fate

Chapter 16: Verbs & Events

Chapter 17: Anticipation

Chapter 18: Language

Chapter 19: Engines

Chapter 20: Sappho

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