Chris Crawford on Interactive Storytelling (72 page)

Animal tales,
148

 

Anticipation,
245–264

 

importance of,
248–250

 

logical interferences and,
251–253
. See also Logical interferences

 

overviews and summaries of,
245–246
,
253

 

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

 
B
 

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

 
C
 

Calculations (personality variables),
196–199

 

Cameron, Andy,
49–52
,
63

 

Canned formulae,
275–277
,
277
f

 

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

 

overviews and summaries of,
181–182
,
200

 

personality variables for,
186–190
. See also Personality variables

 

Charles, Fred,
330–333
,
331f–332
f

 

CheekByJowl situations,
221

 

Choices,
17
,
40–42

 

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

 
D
 

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

 

overviews and summaries of,
145
,
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

 

ComeFrom analyses and,
282–285
,
285
f

 

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

 

overviews and summaries of,
267
,
293

 

preset arguments with full prompts and,
289–292

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