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.
Most Helpful Customer Reviews
I cant fault chris's passion. And he has given me much to consider in his portrait of the overall landscape of interactive storytelling. However i disagree strongly with where this book lands. Essentially that what we need is a better algorithm for storytelling. I think his direction overlooks the most obvious and simple way forward for interactive storytelling which is human to human interactivity rather than human to machine. The hard mountain to climb he alludes to is made thousands of times harder by the algorithmic way forward he proposes. For the foreseeable future we as humans are going to possess the most sophisticated decision making capabilities in existence. Start there and see where the math takes you.
Chris Crawford has investigated profoundly on his quest to come up with the ideal story telling machine. More than the realizable concepts, the energy and persistence the author is pursuing his ideas with is striking.
Here's a discussion that makes excruciatingly clear how much ingenuity has to go into dealing with the inherent limitations of interactive programming.
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