Read Chris Crawford on Interactive Storytelling Online
Authors: Chris Crawford
deferred reactions and,
264–266
hard-wired vs. soft-wired approaches to,
256–257
options selection for,
256–257
Sets (contextual),
321–323
Seventh Guest,
129
Shakespeare, William,
214–215
Sheldon, Lee,
350–351
Shifts (personality),
207
Sierra Online,
336–337
Simple non-effective strategies,
123–134
constipated stories,
130
kill ‘em if they stray approaches,
130
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
Stern, Andrew,
318–319
Stories and storytelling components,
3–24
. See also Storytelling-interactivity pathways
constipated story strategies,
130
data-driven strategies and,
145
nature of stories,
13–19
. See also Nature of stories
research-related issues of,
321–323
spatial thinking,
20–22
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
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 applications,
xvi–xvii
of combined interactive storytelling components,
45–63
of core technologies,
xvi–xvii
of drama managers,
201–203
of personality models (character-driven approaches),
181–182
,
200
of prognostications,
343–351
of related constructs,
335–342
of storytelling-interactivity pathways,
xvi–xvii
of strategies,
xvi–xvii
of thinking styles,
xvi–xvii
Swift, Jonathan,
215
Syllogisms,
103
Synergy (design foundation extensions),
142
Synonyms,
173–174
Szilas, Nicholas,
323–326
Tale construction,
231–234
. See also Gossip systems
TaleSpin (Meehan, James),
327–328
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