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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Bibliographic Details
Main Author: Iuppa, Nicholas V.
Other Authors: Borst, Terry
Format: eBook
Language:English
Published: Burlington, MA Focal Press 2007
Subjects:
Online Access:
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