Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
preferred,
190–193
second-person,
186–188
Sensuality,
191
Trust,
186
unipolar vs. bipolar,
188–189
Wisdom,
188
PerVirtueReliability,
195–196
Physics and verb vs. noun thinking,
93–95
Pictorial languages,
177–178
. See also Languagebased strategies
Bliss symbolic language,
177–177
f
conlangs (constructed languages),
178
overviews and summaries of,
177
Erasmatron,
304
Planetfall,
337
Player correction,
209–212
Playing God,
86–89
Plot-interactivity comparisons,
49–52
Polarity (personality variables),
188–189
Polti, George,
156–159
Possibility tree analyses,
252
Power and power incentives,
43
,
187–188
,
191
Predicate logic,
316
Preferred personality variables,
190–193
Preparation time,
283
Preset arguments,
289–292
Privacy,
220–221
Prognostications,
77–79
,
306
,
343–352
for Erasmatron,
306
evolutionary school of,
344–348
overviews and summaries of,
343–351
revolutionary school of,
348–351
for Two Cultures problem,
77–79
Programmers and games people (techies),
69–71
Projection (stories),
317
Prompts (full),
289–292
Quantifying humanity concept,
110
Quicktest,
278
Reactions (deferred),
264–266
Reactivity factors,
27
Real time play,
62–63
Reality perception-language interconnections,
162
–
178
. See also Language-based strategies
Basic English system,
176–177
grammars,
169–170
graphical languages,
174–176
inverse parsing,
172–173
overviews of,
162–164
pictorial languages,
177–178
. See also Pictorial languages
semantic networks,
173–174
sublanguages and meanings,
170–172
vocabularies,
164–169
Recursive data structures,
224
Rehearsals and threadtests,
280–282
,
286–287
Related constructs,
335–342
adventure games,
336–337
digital storytelling,
338–339
graphic adventures/text adventures,
336–337
hypertext fiction,
337–338
interactive fiction,
336–337
knowledge representation and,
342
machinima,
339
narrative intelligence,
342
overviews and summaries of,
335–342
role-playing games (RPGs),
340–341
simulations,
341
Relationship,
27
,
186–188
,
192–196
automatic adjustments and,
194–196
factors for,
27
Required functions (drama managers),
202–203
RequireWitness situations,
220
Research-related issues,
307–334
AVEIRO project,
326–327
contextual sets,
321–323
Dr. K- Project (Rickman, Brandon),
319–320
DraMachina (Donikian, Stephane),
329
experience management,
315–317
Façade (Mateas, Michael and Stern, Andrew),
318–319
Figa, Elizabeth and,
317
Fuzzy Decision Based System (FDBS),
321–323
generic issues,
308–313
genetic algorithms,
321–323
Gordon, Andrew S. and,
315–317
Graphical Object Library (GOL),
322–323
hammer and nails concept,
309
Heuristic Search Planning (HSP)-based technologies,
330–333
,
331f–332f
Hierarchical Task Network (HTN)-based technologies,
330–333
,
331f–332f
Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytelling system,
320–323
IDTension (Szilas, Nicholas),
323–326
Integrated Authoring Environment (IAE),
322–323
interactive drama architecture,
329
InterTale (Berndtsson, Karin and Kindmark, Lena),
327
Iuppa, Nicholas V.,
315–317
JOSEPH (Lang, R. Raymond),
328
Knowledge Base,
321–323
Lang, R. Raymond,
327–328
Leggett, John and,
321–323
Ong, Teong Joo and,
321–323
Oz Project,
314–315
personal narrative agents and drama managers,
329–330
story components,
321–323
story grammars,
327–328
story projection,
317
story traces,
317
TaleSpin (Meehan, James),
327–328
Tarau, Paul and,
317
Understanding Comics (McCloud, Scott),
313
Virtual Storyteller project,
326–327
WordNet,
317
Resolution (dramatic),
59–60
Response-to-response factors,
27
Responsiveness factors,
27
Revolutionary incentives,
43
Revolutionary school (prognostication),
348–351
. See also Prognostications
market factors and marketing,
350
overviews and summaries of,
348–350
Revulsion/Arousal,
189–191
Rickman, Brandon,
319–320
Rise and Fall of the Image the Fall of the Word (Stephens, Mitchell),
19–20
,
23
Role-playing games (RPGs),
340–341
Roles and sequencing,
265–266
,
301
deferred reactions and,
264–266
Erasmatron and,
301
. See also Erasmatron
hard-wired vs. soft-wired approaches to,
256–257
options selection for,
256–257
RPGs (role-playing games),
340–341
Sadness/Joy,
189–190
Sapir-Whorf hypothesis,
161–162
Scales (ideal),
59–60
Schemes (foldback),
126–129
,
126
f,
128
f
Science and abstraction,
83–84
Scoring systems,
212–214
Scripts,
287–293
,
301–302
,
339–340
editing of,
287–293
for Erasmatron,
301–302
insights,
31–32
personality variables,
186–188
Secrets,
240–241
Segments,
323–326
Selection loops,
274–275
Semantic networks,
173–174
Sengers, Phoebe,
314–315
Sensuality,
191
Sequencing and roles,
265–266