Chris Crawford on Interactive Storytelling

Chris Crawford on Interactive Storytelling
Author: Chris Crawford
Publisher: New Riders Publishing
Total Pages: 388
Release: 2005
Genre: Computers
ISBN:

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

Chris Crawford on Game Design
Author: Chris Crawford
Publisher: New Riders
Total Pages: 498
Release: 2003
Genre: Computers
ISBN: 9780131460997

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

Chris Crawford on Interactive Storytelling
Author: Chris Crawford
Publisher: Pearson Education
Total Pages: 417
Release: 2004-10-06
Genre: Games & Activities
ISBN: 0132582252

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.

How Language Works

How Language Works
Author: David Crystal
Publisher: Penguin UK
Total Pages: 715
Release: 2007-03-29
Genre: Language Arts & Disciplines
ISBN: 0141911735

In this fascinating survey of everything from how sounds become speech to how names work, David Crystal answers every question you might ever have had about the nuts and bolts of language in his usual highly illuminating way. Along the way we find out about eyebrow flashes, whistling languages, how parents teach their children to speak, how politeness travels across languages and how the way we talk show not just how old we are but where we’re from and even who we want to be.

Interactive Storytelling

Interactive Storytelling
Author: Andrew Glassner
Publisher: CRC Press
Total Pages: 529
Release: 2017-08-02
Genre: Computers
ISBN: 1000065340

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.

Interactive Storytelling

Interactive Storytelling
Author: Rebecca Rouse
Publisher: Springer
Total Pages: 673
Release: 2018-11-26
Genre: Computers
ISBN: 3030040283

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.

Dave Barry in Cyberspace

Dave Barry in Cyberspace
Author: Dave Barry
Publisher: Ballantine Books
Total Pages: 226
Release: 2010-09-29
Genre: Humor
ISBN: 0307758680

"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

Mind in the Cave: Consciousness and the Origins of Art

Mind in the Cave: Consciousness and the Origins of Art
Author: David Lewis-Williams
Publisher: Thames & Hudson
Total Pages: 347
Release: 2004-04-17
Genre: Art
ISBN: 0500770441

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.

Theory of Fun for Game Design

Theory of Fun for Game Design
Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
Total Pages: 259
Release: 2005
Genre: Computers
ISBN: 1932111972

Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.