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Chris Crawford on Interactive Storytelling, 2nd Edition

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Chris Crawford on Interactive Storytelling, 2nd Edition

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  • About eBook Formats
  • This eBook includes the following formats, accessible from your Account page after purchase:

    ePub EPUB The open industry format known for its reflowable content and usability on supported mobile devices.

    MOBI MOBI The eBook format compatible with the Amazon Kindle and Amazon Kindle applications.

    Adobe Reader PDF The popular standard, used most often with the free Adobe® Reader® software.

    This eBook requires no passwords or activation to read. We customize your eBook by discretely watermarking it with your name, making it uniquely yours.

Description

  • Copyright 2013
  • Dimensions: 7-3/8" x 9-1/8"
  • Pages: 360
  • Edition: 2nd
  • Book
  • ISBN-10: 0-321-86497-2
  • ISBN-13: 978-0-321-86497-0

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Sample Content

Online Sample Chapter

Using Abstraction in Interactive Storytelling

Sample Pages

Download Chapter 4 Abstraction

Table of Contents

Table of Contents

Part I: The Basics

Chapter 1: Storytelling

Chapter 2: Interactivity

Chapter 3: Interactive Storytelling


Part II: Mentalities

Chapter 4: Abstraction

Chapter 5: Verb Thinking

Chapter 6: The Agony of Math

Chapter 7: The Two Cultures


Part III: Evolutionary Strategies

Chapter 8: Branching Stories

Chapter 9: Interactive Fiction

Chapter 10: Role Playing Games

Chapter 11: Videogames


Part IV: Storytron Technology

Chapter 12: Bounded Numbers

Chapter 13: Actors, Stages, and Props

Chapter 14: Personality Models

Chapter 15: Fate

Chapter 16: Verbs & Events

Chapter 17: Anticipation

Chapter 18: Language

Chapter 19: Engines

Chapter 20: Sappho


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