Chris Crawford on Interactive Storytelling (76 page)

 

preferred,
190–193

 

relationship,
186–188
,
192–193

 

second-person,
186–188

 

Sensuality,
191

 

Trust,
186

 

unipolar vs. bipolar,
188–189

 

Virtue,
187–188
,
191
,
194–195

 

Volatility,
186–188
,
191

 

Wisdom,
188

 

PerVirtue,
192
,
195–196
,
248–251

 

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

 

Plan execution,
262–266
,
304

 

deferred vs. immediate,
262–266
,
265
f

 

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

 

Propp, Vladimir,
153–156
,
205

 

Props,
140
,
300

 

Puzzles,
17
,
132
,
141

 
Q
 

Quantifying humanity concept,
110

 

Quicktest,
278

 
R
 

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

 

scriptwriting software,
339–340
,
340
f

 

simulations,
341

 

Relationship,
27
,
186–188
,
192–196

 

automatic adjustments and,
194–196

 

factors for,
27

 

variables for,
186–188
,
192–193

 

Required functions (drama managers),
202–203

 

RequireWitness situations,
220

 

Research-related issues,
307–334

 

AVEIRO project,
326–327

 

boolean thinking,
309–313
,
310f–311f
,
313
f

 

Cavazza, Marc and,
330–333
,
331f–332f

 

Charles, Fred and,
330–333
,
331f–332f

 

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

 

overviews and summaries of,
307–308
,
333

 

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

 

awareness factors,
350–351
,
351
f

 

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

 

overviews and summaries of,
255–256
,
266

 

plan execution (deferred vs. immediate),
262–266
,
265
f

 

roles,
257–262
,
261f–262f

 

RPGs (role-playing games),
340–341

 
S
 

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

 

scriptwriting software,
339–340
,
340
f

 

Second-person,
31–32
,
186–188

 

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

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