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 relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations. Examines how to create a story, while relating practical considerations of building a simulation. This book also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. Introduction
xvii
Who This Book is For
1(4)
PART ONE: CASE STUDIES
5(28)
The StoryDrive Engine
7(10)
Collaborative Distance Learning
17(8)
Branching Storylines
25(8)
PART TWO: STORIES AND STORY DEVELOPMENT
33(48)
A Good Story (The Simple Answer)
35(6)
Other Perspectives on Story
41(6)
War Stories and Parables
47(6)
Designing Simulation Stories from Tacit Knowledge
53(8)
Simulation Stories and Free Play
61(8)
Experience Management
69(8)
Story Representation in Experience Management
77(4)
PART THREE: CHARACTERS
81(30)
Creating Multidimensional Characters
83(14)
A Really Good Villain
97(10)
Synthetic Characters
107(4)
PART FOUR: MAN IN THE LOOP vs. THE AUTOMATED GAME MANAGER
111(12)
The Instructor as Dungeon Master
113(6)
Automated Story Generation
119(4)
PART FIVE: COMPLETING THE PYRAMID
123(20)
Game Play
125(8)
Evaluation and Testing
133(10)
PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT
143(68)
Content Scripting Tools
145(10)
Selecting Media and Platform: An Overview
155(6)
Immersive Desktop Experiences
161(6)
The Internet
167(8)
Interactive Video and Interactive Television
175(10)
Real-Time 3D Virtual Worlds
185(10)
Audio
195(10)
Simulation Integration
205(6)
PART SEVEN: STORY STRUCTURES FOR COMMERCIAL GAMES
211(16)
Back Story and Free Play
213(6)
Stories in State-of-the-Art Serious Games
219(2)
Stories in State-of-the-Art Commercial Games
221(6)
PART EIGHT: THE FUTURE OF STORY-DRIVEN GAMES
227(10)
The Future: The Role of Story
229(6)
Immersive Distance Learning Experiences
229(1)
Online Collaborative Games and Simulations
230(1)
Story-Driven Massively Multiplayer Online Games
231(1)
Location-Based Full-Sensory Simulations (Virtual Reality)
231(1)
Keeping Track of the Evolution
232(1)
Summary
233(2)
Conclusion
235(2)
Bibliography
237(2)
Index
239
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