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Story and Simulations for Serious Games: Tales from the Trenches [NOOK Book]

Overview

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story ...
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Story and Simulations for Serious Games: Tales from the Trenches

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Overview

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
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Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
Whether you're training soldiers for combat or training employees for promotion, you suddenly have a breakthrough tool: "serious games" that combine video game and simulation techniques with powerful, compelling stories. This book shows how to craft those stories: narratives that feel deeply real while serving a carefully defined pedagogical purpose.

As is fitting for a book about storytelling, this one begins with three state-of-the-art case studies, each arising from an alliance between the U.S. military and Paramount Pictures. These examples give you a great feel for what can be done with serious games; the rest of the book shows how to do it. While the primary focus is the story itself, you'll gain indispensable insight into the entire development process: creating backstory, defining characters, planning gameplay, building highly immersive experiences, and plenty more.

There aren't a lot of experts yet in this rapidly expanding field. This book will help you become one of them. Bill Camarda, from the February 2007 Read Only

From the Publisher
"How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation.” - Tech Trends, April 2007
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Product Details

  • ISBN-13: 9781136142772
  • Publisher: Taylor & Francis
  • Publication date: 6/20/2014
  • Sold by: Barnes & Noble
  • Format: eBook
  • Pages: 272
  • File size: 5 MB

Meet the Author

Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.

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Table of Contents


Introduction     xvii
Who This Book is For     1
Case Studies     5
The StoryDrive Engine     7
Collaborative Distance Learning     17
Branching Storylines     25
Stories and Story Development     33
A Good Story (The Simple Answer)     35
Other Perspectives on Story     41
War Stories and Parables     47
Designing Simulation Stories from Tacit Knowledge     53
Simulation Stories and Free Play     61
Experience Management     69
Story Representation in Experience Management     77
Characters     81
Creating Multidimensional Characters     83
A Really Good Villain     97
Synthetic Characters     107
Man in the Loop vs. The Automated Game Manager     111
The Instructor as Dungeon Master     113
Automated Story Generation     119
Completing the Pyramid     123
Game Play     125
Evaluation and Testing     133
Building the Immersive Environment     143
Content Scripting Tools     145
Selecting Media and Platform: An Overview     155
Immersive DesktopExperiences     161
The Internet     167
Interactive Video and Interactive Television     175
Real-Time 3D Virtual Worlds     185
Audio     195
Simulation Integration     205
Story Structures for Commercial Games     211
Back Story and Free Play     213
Stories in State-of-the-Art Serious Games     219
Stories in State-of-the-Art Commercial Games     221
The Future of Story-Driven Games     227
The Future: The Role of Story     229
Immersive Distance Learning Experiences     229
Online Collaborative Games and Simulations     230
Story-Driven Massively Multiplayer Online Games     231
Location-Based Full-Sensory Simulations (Virtual Reality)     231
Keeping Track of the Evolution     232
Summary     233
Conclusion     235
Bibliography     237
Index     239
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