Chris Crawford on Interactive Storytelling


Book Description

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.




Chris Crawford on Game Design


Book Description

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!




Chris Crawford on Interactive Storytelling


Book Description

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.




Interactive Storytelling


Book Description

We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult to bring these two activities together. With this foundation in place, the book presents several ideas for ways to move forward in this appealing quest. The author has a conversational and friendly style, making reading a pleasure.




Mind in the Cave: Consciousness and the Origins of Art


Book Description

The breathtakingly beautiful art created deep inside the caves of western Europe has the power to dazzle even the most jaded observers. Emerging from the narrow underground passages into the chambers of caves such as Lascaux, Chauvet, and Altamira, visitors are confronted with symbols, patterns, and depictions of bison, woolly mammoths, ibexes, and other animals. Since its discovery, cave art has provoked great curiosity about why it appeared when and where it did, how it was made, and what it meant to the communities that created it. David Lewis-Williams proposes that the explanation for this lies in the evolution of the human mind. Cro-Magnons, unlike the Neanderthals, possessed a more advanced neurological makeup that enabled them to experience shamanistic trances and vivid mental imagery. It became important for people to "fix," or paint, these images on cave walls, which they perceived as the membrane between their world and the spirit world from which the visions came. Over time, new social distinctions developed as individuals exploited their hallucinations for personal advancement, and the first truly modern society emerged. Illuminating glimpses into the ancient mind are skillfully interwoven here with the still-evolving story of modern-day cave discoveries and research. The Mind in the Cave is a superb piece of detective work, casting light on the darkest mysteries of our earliest ancestors while strengthening our wonder at their aesthetic achievements.




Interactive Storytelling


Book Description

This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.




Handbook on Interactive Storytelling


Book Description

HANDBOOK ON INTERACTIVE STORYTELLING Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds Perfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.




Dave Barry in Cyberspace


Book Description

"RELENTLESSLY FUNNY . . . BARRY SHINES." --People A self-professed computer geek who actually does Windows 95, bestselling humorist Dave Barry takes us on a hilarious hard drive via the information superhighway--and into the very heart of cyberspace, asking the provocative question: If God had wanted us to be concise, why give us so many fonts? Inside you'll find juicy bytes on How to Buy and Set Up a Computer; Step One: Get Valium Nerdstock in the Desert; Or: Bill Gates Is Elvis Software: Making Your Computer Come Alive So It Can Attack You Word Processing: How to Press an Enormous Number of Keys Without Ever Actually Writing Anything Selected Web Sites, including Cursing in Swedish, Deformed Frog Pictures, and The Toilets of Melbourne, Australia And much, much more! "VERY FUNNY . . . After a day spent staring at a computer monitor, think of the book as a kind of screen saver for your brain." --New York Times Book Review




City of Fortune


Book Description

“The rise and fall of Venice’s empire is an irresistible story and [Roger] Crowley, with his rousing descriptive gifts and scholarly attention to detail, is its perfect chronicler.”—The Financial Times The New York Times bestselling author of Empires of the Sea charts Venice’s astounding five-hundred-year voyage to the pinnacle of power in an epic story that stands unrivaled for drama, intrigue, and sheer opulent majesty. City of Fortune traces the full arc of the Venetian imperial saga, from the ill-fated Fourth Crusade, which culminates in the sacking of Constantinople in 1204, to the Ottoman-Venetian War of 1499–1503, which sees the Ottoman Turks supplant the Venetians as the preeminent naval power in the Mediterranean. In between are three centuries of Venetian maritime dominance, during which a tiny city of “lagoon dwellers” grow into the richest place on earth. Drawing on firsthand accounts of pitched sea battles, skillful negotiations, and diplomatic maneuvers, Crowley paints a vivid picture of this avaricious, enterprising people and the bountiful lands that came under their dominion. From the opening of the spice routes to the clash between Christianity and Islam, Venice played a leading role in the defining conflicts of its time—the reverberations of which are still being felt today. “[Crowley] writes with a racy briskness that lifts sea battles and sieges off the page.”—The New York Times “Crowley chronicles the peak of Venice’s past glory with Wordsworthian sympathy, supplemented by impressive learning and infectious enthusiasm.”—The Wall Street Journal




The Recursive Mind


Book Description

A groundbreaking theory of what makes the human mind unique The Recursive Mind challenges the commonly held notion that language is what makes us uniquely human. In this compelling book, Michael Corballis argues that what distinguishes us in the animal kingdom is our capacity for recursion: the ability to embed our thoughts within other thoughts. "I think, therefore I am," is an example of recursive thought, because the thinker has inserted himself into his thought. Recursion enables us to conceive of our own minds and the minds of others. It also gives us the power of mental "time travel"—the ability to insert past experiences, or imagined future ones, into present consciousness. Drawing on neuroscience, psychology, animal behavior, anthropology, and archaeology, Corballis demonstrates how these recursive structures led to the emergence of language and speech, which ultimately enabled us to share our thoughts, plan with others, and reshape our environment to better reflect our creative imaginations. He shows how the recursive mind was critical to survival in the harsh conditions of the Pleistocene epoch, and how it evolved to foster social cohesion. He traces how language itself adapted to recursive thinking, first through manual gestures, then later, with the emergence of Homo sapiens, vocally. Toolmaking and manufacture arose, and the application of recursive principles to these activities in turn led to the complexities of human civilization, the extinction of fellow large-brained hominins like the Neandertals, and our species' supremacy over the physical world.