Chris Crawford on Interactive Storytelling (75 page)

 

Manic/Depressive,
191

 

Market factors and marketing,
345–348
,
350

 

Mateas, Michael,
318–319

 

Mates (gossip),
234–238

 

Mathematical palettes,
112–120

 

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

 

Matrix movies,
20
,
101

 

Matteas, Michael,
314–315

 

Maxwell, James Clerk,
73–75
,
84

 

Maxwell’s theories vs. Einstein’s theories,
73–75
,
74
f

 

McCloud, Scott,
313

 

Meadows, Mark,
26
, 443

 

Meanings and sublanguages,
170–172

 

Media people (artsies),
72–76

 

Meehan, James,
327–328

 

Mental modules,
4–13

 

interaction of,
4–13
,
5
f,
7f–13f

 

language,
4–5

 

natural history,
4–5

 

social,
4–5

 

visual-spatial,
4–5

 

MentalState situations,
220

 

Meronyms,
173–174

 

Microsoft Word,
210
,
218

 

Military science and verb vs. noun thinking,
94–95

 

Moby Dick,
87–88

 

Models,
33–35
,
235

 

Mood variables,
186–191

 

Morphology of the Folktale (Propp, Vladimir),
153–156

 

Motifs (data-driven strategies),
148–159

 

Movement and space,
304–305

 

Movies (interactivized),
48–49

 

Multiplicative weighting factors,
116–117

 

Murtaugh, Michael,
50
,
63

 

Myst,
132

 
N
 

Name variables,
219

 

Narrative intelligence,
342

 

Natural history modules,
4

 

Natural-language grammars,
160–170

 

Nature of stories,
13–19

 

choices and,
17

 

conflict and,
16

 

overviews and summaries of,
13

 

people and,
15–16

 

puzzles and,
17

 

spectacle and,
18–19

 

strong structures,
14

 

Networks (semantic),
173–174

 

Neurophysological basis of Two Cultures problem,
76–77

 

New media people (artsies),
72–76

 

NewSpeak,
163

 

Newton, Isaac,
95

 

Non-effective simple strategies,
123–134

 

branching trees,
124–126
,
124
f

 

constipated stories,
130

 

foldback schemes,
126–129
,
126
f,
128
f

 

kill ‘em if they stray approaches,
130

 

overviews and summaries of,
123
,
134

 

storified games,
130–133
,
131
f

 

Noun thinking,
92–97

 

artist’s mathematical palettes and,
112–120
. See also Artist’s mathematical palettes

 

computers and,
94
,
96–97

 

economics and,
93
,
95–97

 

factories and,
94–96

 

language and,
93–95

 

military science and,
94–95

 

physics and,
93–95

 

vs. verb thinking,
91–120
. See also Verb thinking

 

yin-yang concept and,
92–97

 
O
 

Obstacles,
323–326

 

Odyssey,
21
,
141
,
212

 

Ong, Teong Joo,
321–323

 

Opportunity lists,
283

 

Options selection (roles and sequencing),
256–257

 

Ordinary folktales,
149

 

Orthogonality,
183–184
,
184
f

 

OverallValue,
250–251

 

Overspecificity,
185

 

Overview variables,
203–204

 

acceptability of violence,
204

 

dullness,
204

 

gross trust,
204

 

overviews and summaries of,
203–204

 

storyworld exploration,
204

 

Overviews and summaries.

 

of abstraction,
81–82
,
89

 

of anticipation,
245–246
,
253

 

of applications,
xvi–xvii

 

of combined interactive storytelling components,
45–63

 

of core technologies,
xvi–xvii

 

of data-drive strategies,
145
,
159

 

of development environments,
267
,
293

 

of drama managers,
201–203

 

of environmental strategies,
135–136
,
144

 

of HistoryBooks and Gossip systems,
227
,
243

 

of interactivity components,
25–26
,
44

 

of language-based strategies,
161–162
,
178

 

of non-effective simple strategies,
123
,
134

 

of personality models (character-driven approaches),
181–182
,
200

 

of prognostications,
343–351

 

of related constructs,
335–342

 

of research-related issues,
307–308
,
333

 

of roles and sequencing,
255–256
,
266

 

of stories and storytelling components,
3
,
23

 

of storytelling-interactivity pathways,
xvi–xvii

 

of strategies,
xvi–xvii

 

of thinking styles,
xvi–xvii

 

of Two Cultures problem,
67–69
,
79

 

of verbs and events,
217–218
,
226

 

Oz Project,
314–315

 
P
 

Pace-related factors,
28

 

PacMan,
127–129
,
128
f

 

Parsing (inverse),
172–173
,
288–289

 

Participation factors,
26–27

 

Pause and Effect: The Art of Interactive Narrative (Meadows, Mark),
26
, 443

 

People,
15–16
,
140

 

PerAttractive,
193

 

PerIntegrity,
192
,
248–249

 

PerIntelligence,
193

 

PerPower,
192–193
,
248–249

 

Personal narrative agents and drama managers,
329–330

 

PersonalEvaluation,
250–251

 

Personality models (character-driven approaches),
113–114
,
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

 

weighting factors for,
113–114
. See also Weighting factors

 

Personality shifts,
207

 

Personality variables,
186–199

 

accordance,
186–188
,
192

 

AccordAttractive,
192

 

AccordIntegrity,
192

 

AccordIntelligence,
192

 

AccordPower,
192

 

AccordVirtue,
192

 

Adrenaline,
191

 

Affection,
186
,
197–199

 

Anger,
194–195

 

Anger/Fear,
189–191

 

Arousal/Disgust and Arousal/Revulsion,
189–191

 

Attractiveness,
191

 

calculations with,
196–199

 

first-person,
186–188

 

Greed,
186

 

Inclination,
194–195

 

Integrity,
188–190

 

Intelligence,
193–193

 

intrinsic,
186–188
,
190–191
,
197–199

 

Joy/Sadness,
189–191

 

Manic/Depressive,
191

 

mood,
186–191

 

overviews and summaries of,
186

 

PerAttractive,
193

 

PerIntegrity,
192

 

PerIntelligence,
193

 

PerPower,
192–193

 

PerVirtue,
192
,
195–196

 

PerVirtueReliability,
195–196

 

Power,
187–188
,
191

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