Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
script editing and,
287–293
subsituation characters and,
292–293
Development factor criteria (personality models),
182–185
behavior ties,
185
completeness,
182
conciseness,
183
overspecificity,
185
overviews and summaries of,
182
Dichotomous words,
100–101
Digital storytelling,
338–339
Directed graphs,
128
Director agents,
326–327
DirObject and subject privacy,
220–221
Discipline,
35–36
Discontinuity (temporal),
22–23
Disgust/Arousal,
189–191
Disinformation and lies,
238–240
benefit gains via misdirections and,
239
defensive denial and,
240
intent to harm relationships and,
238–239
overviews and summaries of,
238
Donikian, Stephane,
329
Dr. K- Project (Rickman, Brandon),
319–320
Drama architecture (interactive),
329
Drama managers,
201–216
dramatic templates and,
205
leader verbs and,
204–205
listening component of,
203–204
overview variables for,
203–204
. See also Overview variables
as personal narrative agents,
329–330
player correction and,
209–212
required functions of,
202–203
scoring systems and,
212–214
speaking component of,
205–208
. See also Speaking component (drama managers)
story grammars and,
205
thinking component of,
204–205
tragedy and,
214–216
DraMachina (Donikian, Stephane),
329
Dramatic resolution (ideal scales),
59–60
Dramatic templates,
205
Dramatica,
339–340
Dropping the fourth wall concept,
208
Dullness,
204
Eastgate Systems,
337
Economics and verb vs. noun thinking,
93
,
95
Editing (scripts),
287–293
Einstein’s theories vs. Maxwell’s theories,
73–75
,
74
f
Elephant’s Memory language,
177
Emergent phenomena concept,
137–138
Emergent story concept,
137–138
Engagement factors,
26
Erasmatron,
297–306
. See also Erasmatron
interference,
251–252
storytelling,
305–306
Environmental strategies,
135–144
,
205–206
design foundation extensions and,
138–142
. See also Design foundation extensions
emergence and emergent stories,
137–138
environmental manipulation,
205–206
of Sims,
142–144
Environments (development),
267–294
. See also Development environments
Erasmatron,
297–306
actors and,
300
color-coding for,
300
data types for,
300
engine for,
299–305
events and,
300
flags (boolean) and,
300
historical background of,
198–299
inclination formulae for,
302–304
movement and space for,
304–305
numbers and,
300
plan execution for,
304
prognostications for,
306
props and,
300
roles for,
301
scripts for,
301–302
spying features of,
305–306
stages and,
300
storytelling engine of,
305–306
time concepts for,
304
verbs and,
300
Evaluation (personality models),
200
Events and verbs,
217–226
,
231
. See also Verbs
data structures for,
224–226
. See also Data structures
Erasmatron and,
300
gossip systems and,
231
verb counts,
218–219
verb handling (specific vs. generalized),
219–221
Evolutionary school (prognostication),
344–348
. See also Prognostications
fairy tale marketing and,
345–346
market factors and marketing,
345–348
overviews and summaries of,
344
wrong themes and,
345
wrong verbs and,
344
Excalibur,
298–299
plans (Erasmatron),
304
Experience management,
315–317
Exploration,
204
Exponential weighting factors,
117–118
Extensions (design foundations),
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,
138–140
Extrapolations (game),
48
Façade (Mateas, Michael and Stern, Andrew),
318–319
Factories and verb vs. noun thinking,
94–96
Fairclough, Chris R.,
156
Fairy tale marketing,
345–346
FDBS (Fuzzy Decision Based System),
321–323
Fear/Anger,
189–190
Fiction (interactive),
336–337
First-person personality variables,
186–188
Flags (boolean),
300
Flat data structures,
226–227
Foldback schemes,
126–129
,
126
f,
128
f
attraction,
277–278
inclination,
302–304
FourParty situations,
220
Free will vs. determinism,
86–89
Full-duplex factors,
27
Full prompts,
289–292
Fuzzy Decision Based System (FDBS),
321–323
Fuzzy logic,
310–312
Game extrapolations,
48
Games people and programmers (techies),
69–71
Gates, Bill,
210
Generalized vs. specific verb handling,
219–221
AllAudience situations and,
220
AnyAudience situations and,
220
AnybodyBut situations and,
221
Audience variables,
220
CheekByJowl situations and,
221
data structures for,
219–220
FourParty situations and,
220
Import variables,
219
MentalState situations and,
220
Name variables,
219
overviews and summaries of,
219–220
RequireWitness situations and,
220
Subject and DirObject privacy and,
220–221
SujectAndDirObjectOnly situations and,
220
ThreeParty situations and,
220
TimeToExecute variables,
220
TimeToPrepare variables,
219
variables for,
219–221
Generic research-related issues,
308–313
. See also Research-related issues