Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
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
secrets and,
240–241
tale construction and,
231–234
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
Grimm’s fairy tales,
327
Gross trust,
204
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
HistoryBooks,
229
f, 2278–230
lies and disinformation,
238–240
. See also Lies and disinformation
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
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
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
Jokes and anecdotes,
149
JOSEPH (Lang, R. Raymond),
328
Journey structures,
141–142
Joy/Sadness,
189–190
Justice,
82–83
Kill ‘em if they stray approaches,
130
Kindmark, Lena,
327
King Lear,
212
Knowledge Base,
321–323
Knowledge representation,
342
Lang, R. Raymond,
327–328
Language-based strategies,
161–178
inside-out approaches,
162
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
Machinima,
339
MacWrite,
218
Management (experience),
315–317
Managers (drama),
201–216
. See also Drama managers