Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
Animal tales,
148
Anticipation,
245–264
importance of,
248–250
logical interferences and,
251–253
. See also Logical interferences
verb choices for,
250–251
weighting and,
250–251
Antonyms,
173–174
AnyAudience situations,
220
AnybodyBut situations,
221
Applications.
Erasmatron,
297–306
overviews and summaries of,
xvi–xvii
prognostications for,
343–352
related constructs and,
335–342
research-related issues of,
307–334
Arguments (preset),
289–292
Arousal/Disgust and Arousal/Revulsion,
189–191
Arthurian storyworlds,
212–214
,
222–224
,
245–253
,
298–299
Artist’s mathematical palettes,
120–120
additive weighting factors,
115
exponential weighting factors,
117–118
multiplicative weighting factors,
116–117
overviews and summaries of,
112–115
personality model example of,
113–114
value setting criteria,
118–120
Artsies (new media people),
72–76
Atari,
336
Attraction formulae,
277–278
Attractiveness,
191
Audience variables,
220
Autofilling concept,
175
Automata (cellular),
137–138
Automatic relationship adjustments,
194–196
Auxillary words,
170
AVEIRO project,
326–327
Awareness factors,
350–351
Basic English system,
176–177
Basic storylines (data-driven strategies),
156–159
Bates, Joseph,
314
Behavior ties,
185
Berndtsson, Karin,
327
Bernstein, Mark,
337–338
Bidirectional communication factors,
27
Bipolar vs. unipolar personality variables,
188–189
Black-and-white vision,
311
Bliss symbolic language,
177–177
f
Bluth, Don,
98–99
Boolean flags,
300
Boolean thinking,
309–313
,
310f–311f
,
313
f
Boring vs. interesting decision generation,
53–56
Branching tree strategies,
124–126
,
124
f
Bubble intellectualism,
73–75
,
74
f
Calculations (personality variables),
196–199
CardShark,
338
Carmack, John,
71
Cavazza, Marc,
330–333
,
331f–332f
Cellular automata,
137–138
Change-related factors,
28
Character Development and Storytelling for Games (Sheldon, Lee),
350–351
Character-driven approaches (personality models),
181–200
automatic relationship adjustments and,
194–196
development factor criteria for,
182–185
. See also Development factor criteria (personality models)
evaluation of,
200
examples of,
199–200
personality variables for,
186–190
. See also Personality variables
Charles, Fred,
330–333
,
331f–332
f
CheekByJowl situations,
221
Chomskian data structures,
224
Color-coding,
300
Colossal Cave Adventure (Crowther, Will),
336
Combinational synergy (design foundation extensions),
142
Combined interactive storytelling components,
45–64
creative options,
62
decision generation (interesting vs. boring),
53–56
differing fundamentals of,
52–57
dramatic resolution (ideal scales),
59–60
game extrapolations,
48
interactivzed movies,
48–49
interest building techniques,
53–57
overviews and summaries of,
45–63
plot-interactivity comparisons,
49–52
real time play,
62–63
substories,
58–59
third options,
61–62
unbroken time flow and,
62–63
ComeFrom analyses,
282–285
,
285
f
Communication-related factors,
28
Compensation,
276
Competitive advantage incentives,
42–43
Completeness,
182
Components (stories),
145
Computers and verb vs. noun thinking,
94
,
96–97
Conciseness,
183
Conflict,
16
Conlangs (constructed languages),
178
Connectivity data,
146–148
Constipated story strategy,
130
Constructed languages (conlangs),
178
Context settings,
280
Contextual sets,
321–323
Conventions, typographic,
xviii
Core technologies.
anticipation,
245–264
development environments,
267–294
drama managers,
201–216
HistoryBooks and Gossip systems,
217–226
overviews of,
xvi–xvii
personality models (character-driven approaches),
181–200
roles and sequencing,
265–266
verbs and events,
217–226
Correction (players),
209–212
Counts (verbs),
218–219
Crawford’s First Rule of Software Design,
52–53
Creative options,
62
Cross-disciplinary futility,
75–76
Crowther, Will,
336
Cruciality,
277
Cunningham, Pádraig,
156
CYC project,
312
Cyclic processes,
203
Data-driven strategies,
144–160
Aarne-Thompson Types of the Folktale and,
148–153
basic storylines for,
156–159
connectivity data of,
146–148
Morphology of the Folktale (Propp, Vladimir),
153–156
motifs for,
148–159
story components of,
145
Thirty-Six Dramatic Situations (Polti, George),
156–159
universal functions for,
153–156
Data structures,
224–227
Chomskian,
224
flat,
226–227
recursive,
224
for specific vs. generalized verb handling,
219–220
for verbs and events,
224–226
Data types (Erasmatron),
300
Debuggers,
286–287
Decision generation (interesting vs. boring),
53–56
Deferred reactions,
264–266
Deferred vs. immediate plan execution,
262–266
,
265
f
Degrees of interactivity,
36–42
choice and,
40–42
depth and,
39–40
overviews and summaries of,
36–37
speed and,
37–39
Depressive/Manic,
191
Depth,
39–40
Design foundation extensions,
138–142
for agents (more vs. smarter),
140–141
combinational synergy of,
142
environmental strategies and. See Environmental strategies
for journey structures,
141–142
overviews and summaries of,
138
for props,
140
for puzzles,
141
for size of three-dimensional worlds,
139–140
Determinism vs. free will,
86–89
Deus Ex,
341
Development environments,
267–294
algorithmic capabilities for,
271–280
. See also Algorithmic capabilities
context settings and,
280
debuggers and,
286–287
elements of,
271–293
historical background of,
268–271
importance of,
271
inverse parsing and,
288–289
menu structures and,
289–292
preset arguments with full prompts and,
289–292