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Chris Crawford on Interactive Storytelling…
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Chris Crawford on Interactive Storytelling (edition 2004)

by Chris Crawford

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Member:TheCriticalTimes
Title:Chris Crawford on Interactive Storytelling
Authors:Chris Crawford
Info:New Riders (2004), Paperback, 384 pages
Collections:Loaned from Library
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Chris Crawford on Interactive Storytelling by Chris Crawford

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Chris Crawford is a very precise thinker, and he has given a lot of thought to interactive storytelling. He can tell you exactly what he means by "interactive" and exactly what he means by "storytelling". His presentation of theory was superb, to me. His practical implementation of his theory was less than inspiring to me, but I come from a writing background, not a game development background. It would be difficult, if not impossible, to create a kind of interactive story (on Crawford's terms) that would inspire me. What Crawford has presented with his interactive storytelling engine is a start, and a logical one - but not one that gets my own creative juices flowing. ( )
  SquirrelTao | Jul 11, 2006 |
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Amazon.com Product Description (ISBN 0321278909, Paperback)

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.

(retrieved from Amazon Thu, 12 Mar 2015 18:24:50 -0400)

"Unlike video games, interactive storytelling emphasizes human interaction, rather than mechanical conflict. By letting game players act out the role of the protagonist, interactive storytelling creates a more complex, more engaging experience - and it already shows signs of becoming the next major trend in entertainment software.". "Chris Crawford, a pioneer in computer games, here offers his wisdom to developers entering this field of game design. Starting with the fundamental principles of interactivity and storytelling, he illuminates the technologies being developed. Dispensing with vague wishlists of features and pretentious gobbledygook, Crawford provides workable solutions, telling you in plain English what works and what doesn't."--BOOK JACKET.… (more)

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Penguin Australia

An edition of this book was published by Penguin Australia.

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