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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.
Using Abstraction in Interactive Storytelling
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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