Story and simulations for serious games tales from the trenches
How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relatin...
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Format: | eBook |
Language: | English |
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Burlington, MA
Focal Press
2007
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Collection: | O'Reilly - Collection details see MPG.ReNa |
Table of Contents:
- Who this book is for
- The StoryDrive engine
- Collaborative distance learning
- Branching storylines
- A good story (the simple answer)
- Other perspectives on story
- War stories and parables
- Designing simulation stories from tacit knowledge
- Simulation stories and free play
- Experience management
- Story representation in experience management
- Creating multidimensional characters
- A really good villain
- Synthetic characters
- The instructor as dungeon master
- Automated story generation
- Game play
- Evaluation and testing
- Content scripting tools
- Selecting media and platform: an overview
- Immersive desktop experiences
- The internet
- Interactive video and interactive television
- Real-time 3D virtual worlds
- Audio
- Simulation integration
- Back story and free play
- Stories in state-of-the-art serious games
- Stories in state-of-the-art commercial games
- The future: the role of story
- Includes bibliographical references (pages 237-238) and index