Chris Crawford on Interactive Storytelling (77 page)

 

deferred reactions and,
264–266

 

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

 

Sets (contextual),
321–323

 

Seventh Guest,
129

 

Shakespeare, William,
214–215

 

Sheldon, Lee,
350–351

 

Shifts (personality),
207

 

Siboot,
173–174
,
174
f,
298–299

 

Sierra Online,
336–337

 

Simple non-effective 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

 

Sims,
142–144

 

Simulations,
341

 

Situations,
220–221

 

AllAudience,
220

 

AnyAudience,
220

 

AnybodyBut,
221

 

CheekByJowl,
221

 

FourParty,
220

 

MentalState,
220

 

RequireWitness,
220

 

SubjectOnly,
220

 

SubjectAndDirObjectOnly,
220

 

ThreeParty,
220

 

Size-related issues,
141

 

Smarter vs. more agents,
140–141

 

Smith, Randy,
298

 

Snow, C. P.,
67

 

Social modules,
4

 

Society for the Promotion of Adventure Games (SPAG),
337

 

Soft-wired vs. hard-wired approaches,
256–257

 

Space and movement,
304–305

 

Spatial thinking,
20–22

 

Spatial-visual modules,
4

 

Speaking component (drama managers),
205–208
. See also Drama managers

 

dropping the fourth wall concept and,
208

 

environmental manipulation and,
205–206

 

goal injection and,
208–209

 

overviews and summaries of,
205

 

personality shifts and,
207

 

ticking clock of doom concept and,
207–208

 

Specific vs. generalized verb handling,
219–221

 

AllAudience situations and,
220

 

AnyAudience situations and,
220

 

AnybodyBut situations and,
221

 

Audience variables,
220

 

CheekByJowl situations and,
221

 

data structures for,
219–221

 

FourParty situations and,
220

 

Import variables,
219

 

MentalState situations and,
220

 

Name variables,
219

 

overviews and summaries of,
219–220

 

RequireWitness situations and,
220

 

Subject and DirObject privacy and,
220–221

 

SubjectOnly situations and,
220

 

SubjectAndDirObjectOnly situations and,
220

 

ThreeParty situations and,
220

 

TimeToExecute variables,
220

 

TimeToPrepare variables,
219

 

variables for,
219–221

 

Spectacle,
18–19

 

Speed,
37–39

 

Spying features (Erasmatron),
305–306

 

Stages,
300

 

Star Trek,
22

 

Star Wars movies,
21
,
85–86
,
106–109
,
138–140

 

Stephens, Mitchell,
19–20
,
23

 

Stern, Andrew,
318–319

 

Stories and storytelling components,
3–24
. See also Storytelling-interactivity pathways

 

constipated story strategies,
130

 

data-driven strategies and,
145

 

development of,
4–13
,
5
f,
7f–13f

 

mental modules,
4–13
,
5
f,
7f–13f
. See also Mental modules

 

nature of stories,
13–19
. See also Nature of stories

 

research-related issues of,
321–323

 

spatial thinking,
20–22

 

story grammars,
205
,
327–328
. See also Grammars

 

story projection,
317

 

story traces,
317

 

storylines,
156–159

 

storytelling engines,
305–306

 

storyworld exploration and,
204

 

temporal discontinuity,
22–23

 

visual tyranny and,
19–20

 

Storified game strategies,
130–133
,
131
f

 

Storytelling-interactivity pathways.

 

combined interactive storytelling components,
45–64

 

interactivity components,
25–44

 

overviews and summaries of,
xvi–xvii

 

stories and storytelling components,
3–24

 

Storyworlds,
204
,
212–214

 

Arthurian,
212–214

 

exploration of,
204

 

Strategies.

 

data-driven,
144–160

 

environmental,
135–144

 

language-based,
161–178

 

non-effective simple,
123–134

 

overviews and summaries of,
xvi–xvii

 

Strong structures,
14

 

Structures,
14
,
141–142
,
224–227
,
289–290

 

Chomskian,
224

 

data,
224–227

 

flat,
226–227

 

journey,
141–142

 

menu,
289–290

 

recursive,
224

 

strong,
14

 

Subject and DirObject privacy,
220–221

 

Sublanguages and meanings,
170–176

 

Subsituation characters,
292–293

 

Substories,
58–59

 

SubjectOnly situations,
220

 

SubjectAndDirObjectOnly situations,
220

 

Summaries and overviews.

 

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-driven 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

 

Swift, Jonathan,
215

 

Syllogisms,
103

 

Synergy (design foundation extensions),
142

 

Synonyms,
173–174

 

Szilas, Nicholas,
323–326

 
T
 

Tale construction,
231–234
. See also Gossip systems

 

TaleSpin (Meehan, James),
327–328

 

Tarau, Paul,
174
,
317

 

Tasks,
323–326

 

Techies (programmers and games people),
69–71

 

Templates (dramatic),
205

 

Temporal discontinuity,
22–23

 

Text adventures/graphic adventures,
336–337

 

Themes (wrong),
345

 

Thespis,
338

 

Thinking and thinking styles.

 

abstraction and,
81–90

 

drama managers and,
204–205

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