Chris Crawford on Interactive Storytelling (73 page)

 

script editing and,
287–293

 

subsituation characters and,
292–293

 

threadtests and rehearsals and,
280–282
,
286–287

 

Development factor criteria (personality models),
182–185

 

behavior ties,
185

 

completeness,
182

 

conciseness,
183

 

orthogonality,
183–184
,
184
f

 

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

 

Dragon’s Lair,
98–100
,
130

 

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

 

overviews and summaries of,
201–203
,
216

 

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

 
E
 

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

 

Engines,
251–252
,
297–306

 

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

 

overviews and summaries of,
135–136
,
144

 

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

 

groups and,
300
,
305–306

 

historical background of,
198–299

 

inclination formulae for,
302–304

 

movement and space for,
304–305

 

numbers and,
300

 

overviews and summaries of,
297
,
305–306

 

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

 

events,
221–224
,
231

 

gossip systems and,
231

 

overviews and summaries of,
217–218
,
226

 

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

 

Execution,
262–266
,
304

 

deferred vs. immediate,
262–266
,
265
f

 

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

 
F
 

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

 

Figa, Elizabeth,
174
,
317

 

First-person personality variables,
186–188

 

Flags (boolean),
300

 

Flat data structures,
226–227

 

Foldback schemes,
126–129
,
126
f,
128
f

 

Formulae,
275–280
,
302–304

 

attraction,
277–278

 

canned,
275–277
,
277
f

 

inclination,
302–304

 

tuning,
278–280
,
279
f

 

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

 
G
 

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

 

Glassner, Andrew,
50–52
,
63
,
350–351

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