Chris Crawford on Interactive Storytelling

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Pearson Education, Oct 6, 2004 - Computers - 384 pages
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As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.

 

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User Review  - SquirrelTao - LibraryThing

Chris Crawford is a very precise thinker, and he has given a lot of thought to interactive storytelling. He can tell you exactly what he means by "interactive" and exactly what he means by ... Read full review

Contents

Introduction
Interactivity
Interactive Storytelling
Two Cultures No Hits No Runs
Abstraction
Verb Thinking
Simple Strategies That Dont Work
Environmental Strategies
Personality Models
My Preferred Personality Model
Drama Managers
Verbs and Events
HistoryBooks and Gossip
Anticipation
Roles and Sequencing
Development Environments

DataDriven Strategies
LanguageBased Strategies
The Erasmatron
Research

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About the author (2004)

Chris Crawford is the "grand old man" of computing game design. He sold his first computer game in 1978, joined Atari in 1979, and led Games Research there. During his time at Atari, he wrote the first edition of "The Art of Computer Game Design" (Osborne, 1984), which has now become a classic in the field. After Atari collapsed in 1984, Chris became a freelance computer game designer. All in all, Chris has 14 published computer games to his credit--all of which he designed and programmed himself. He founded, edited, and wrote most of "The Journal of Computer Game Design," the first periodical devoted to game design. He founded and led the Computer Game Developers' Conference (now the Game Developers' Conference) in its early years. Chris has lectured on game design at conferences and universities all over the world. For the last ten years, he has been developing technology for interactive storytelling.

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