Chris Crawford on Interactive Storytelling (74 page)

 

Goals and goal injections,
208–209
,
323–326

 

God roles,
86–89

 

Godzilla,
345

 

GOL (Graphical Object Library),
322–323

 

Gordon, Andrew S.,
315–317

 

Gossip systems,
227–234

 

event recording and,
231

 

gossip initiation,
234–235

 

gossip mates and,
234–238

 

gossip models and,
235–237

 

vs. HistoryBooks,
228–230

 

lies and disinformation and,
238–240
. See also Lies and disinformation

 

overviews and summaries of,
227
,
230
,
243

 

secrets and,
240–241

 

tale construction and,
231–234

 

Grammars,
169–170
,
205
,
327–328

 

drama managers and,
205

 

overviews and summaries of,
169–170

 

research-related issues of,
327–328

 

Grand Theft Auto,
341

 

Grapevine concept,
241–243
,
242
f

 

Graphic adventures/text adventures,
336–337

 

Graphical languages,
174–176

 

Graphical Object Library (GOL),
322–323

 

Greed,
186

 

Griffith, D.W.,
105
,
215

 

Grimm’s fairy tales,
327

 

Gross trust,
204

 

Groups,
300
,
305–306

 
H
 

Half-Life,
70
,
132–133

 

Hammer and nails concept,
309

 

Hard-wired vs. soft-wired approaches,
256–257

 

Hayes-Roth, Barbara,
315

 

Headline lists,
231–234

 

HEFTI (Hybrid Evolutionary-Fuzzy Time-based Interactive) storytelling system,
320–323

 

Heuristic Search Planning (HSP)-based technologies,
330–333
,
331f–332f

 

Hierarchical Task Network (HTN)-based technologies,
330–333
,
331f–332f

 

Higher levels of abstraction,
84–86
. See also Abstraction

 

HistoryBooks and Gossip systems,
227–234

 

Gossip systems,
230–238
. See also Gossip systems

 

Grapevine concept,
241–243
,
242
f

 

HistoryBooks,
229
f, 2278–230

 

lies and disinformation,
238–240
. See also Lies and disinformation

 

overviews and summaries of,
227
,
243

 

secrets,
240–241

 

Holonyms,
173–174

 

HSP (Heuristic Search Planning)-based technologies,
330–333
,
331f–332f

 

HTN (Hierarchical Task Network)-based technologies,
330–333
,
331f–332f

 

Huckleberry Finn (Twain, Mark),
21
,
141

 

Human understanding models,
33–35

 

Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytelling system,
320–323

 

Hypernyms,
173–174

 

Hyponyms,
173

 
I
 

IAE (Integrated Authoring Environment),
322–323

 

Ideal scales (dramatic resolution),
59–60

 

IDTension (Szilas, Nicholas),
323–326

 

Immediate vs. deferred plan execution,
262–266
,
265
f

 

Immersiveness factors,
26

 

Import variables,
219

 

Inclination,
194–195

 

Inclination formulae,
302–304

 

Infocom,
337

 

Inside-out approaches,
162

 

Integrated Authoring Environment (IAE),
322–323

 

Integrity,
188–190

 

Intellectualism (bubble),
73–75
,
74
f

 

Intelligence,
191–193

 

Intelligence (narrative),
342

 

Interactive drama architecture,
329

 

Interactive fiction,
336–337

 

Interactive Storytelling (Glassner, Andrew),
350–351

 

Interactive storytelling topics.

 

applications,
295–342

 

Erasmatron,
297–306

 

prognostications for,
343–352

 

related constructs and,
335–342

 

research-related issues and,
307–334

 

core technologies,
179–294

 

anticipation,
245–264

 

development environments,
267–294

 

drama managers,
201–216

 

HistoryBooks and Gossip systems,
217–226

 

personality models,
181–200

 

roles and sequencing,
265–266

 

verbs and events,
217–226

 

overviews of,
xvi–xvii

 

storytelling-interactivity pathways,
1–64

 

combined interactive storytelling components,
45–64

 

interactivity components,
25–44

 

stories and storytelling components,
3–24

 

strategies,
121–178

 

data-driven,
144–160

 

environmental,
135–144

 

language-based,
161–178

 

non-effective simple,
123–134

 

thinking styles,
65–178

 

abstraction and,
81–90

 

Two Cultures problem and,
67–80

 

verb thinking,
91–120

 

typographic conventions for,
xviii

 

Interactivity components,
25–44

 

competitive advantage incentives and,
42–43

 

definition of,
29–31

 

degrees of interactivity,
36–42
. See also Degrees of interactivity

 

discipline,
35–36

 

human understanding models,
33–35

 

overviews and summaries of,
25–26
,
44

 

power incentives and,
43

 

revolutionary incentives and,
43

 

second-person insights,
31–32

 

Interactivized movies,
48–49

 

Interest building techniques,
53–57

 

Interesting vs. boring decision generation,
53–56

 

Interference engines,
251–252

 

Interferences (logical),
251–253

 

anticipation and. See Anticipation

 

interference engines and,
251–252

 

overviews and summaries of,
251

 

possibility tree analyses and,
252

 

Interleaved stories, puzzles, and games,
132–133

 

Interleaved stories and puzzles,
132

 

InterTale (Berndtsson, Karin and Kindmark, Lena),
327

 

Intrinsic personality variables,
186–188
,
190–191
,
197–199

 

Inverse parsing,
172–173
,
288–289

 

Iuppa, Nicholas V.,
315–317

 
J
 

Jokes and anecdotes,
149

 

JOSEPH (Lang, R. Raymond),
328

 

Journey structures,
141–142

 

Joy/Sadness,
189–190

 

Justice,
82–83

 
K
 

Kill ‘em if they stray approaches,
130

 

Kindmark, Lena,
327

 

King Lear,
212

 

Knowledge Base,
321–323

 

Knowledge representation,
342

 
L
 

Lang, R. Raymond,
327–328

 

Language-based strategies,
161–178

 

inside-out approaches,
162

 

overviews and summaries of,
161–162
,
178

 

reality perception-language interconnections and,
162–178
. See also Reality perception language interconnections

 

Sapir-Whorf hypothesis and,
161–162

 

Languages.

 

language-based strategies,
161–178

 

as mental module,
4–5

 

natural-language grammars,
160–170

 

pictorial,
177–178

 

sublanguages,
170–172

 

verb vs. noun thinking,
93–95

 

Laurel, Brenda,
202–203

 

Leader verbs,
204–205

 

Leggett, John,
321–323

 

Lexical databases,
173–174

 

Lies and disinformation,
238–240

 

benefit gains via misdirections and,
239

 

defensive denial and,
240

 

intent to harm relationships and,
238–239

 

overviews and summaries of,
238

 

Listening component (drama managers),
203–204

 

Logical interferences,
251–253

 

anticipation and. See Anticipation

 

interference engines and,
251–252

 

overviews and summaries of,
251

 

possibility tree analyses and,
252

 

Loop elimination,
274–275

 

Loopyboobies,
281–282

 

Lord of the Rings,
206–207

 
M
 

Machinima,
339

 

MacWrite,
218

 

Management (experience),
315–317

 

Managers (drama),
201–216
. See also Drama managers

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