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Front cover
Story and Simulations for Serious Games: Tales from the Trenches
Copyright page
Acknowledgments
Table of contents
Introduction: The Road to StoryDrive
Chapter 1: Who This Book is For
PART ONE: CASE STUDIES
Chapter 2: The StoryDrive Engine
SUMMARY
Chapter 3: Collaborative Distance Learning
Chapter 4: Branching Storylines
PART TWO: STORIES AND STORY DEVELOPMENT
Chapter 5: A Good Story (The Simple Answer)
COMEDY, DRAMA, AND PEDAGOGY
Chapter 6: Other Perspectives on Story
THE HOLLYWOOD STORY
Chapter 7: War Stories and Parables
STORIES AS MEMORY AIDS
STORIES THAT SERVE AS EXAMPLES OF COMPLEX BEHAVIORS
STORIES THAT PORTRAY OTHER CULTURES AND BUILD CULTURAL AWARENESS
STORIES FOR STRESS-EXPOSURE TRAINING
STORIES TO IDENTIFY CORRECT PERFORMANCE THROUGH TACIT KNOWLEDGE
Chapter 8: Designing Simulation Stories from Tacit Knowledge
STORYDRIVE SIMULATIONS
Chapter 9: Simulation Stories and Free Play
SIMULATED CONVERSATIONS
INTELLIGENT TUTORING
SPIDER WEBS
Chapter 10: Experience Management
EXPERIENCE MANAGEMENT
Chapter 11: Story Representation in Experience Management
ELEMENTS OF THE ENCODED SCRIPT
PART THREE: CHARACTERS
Chapter 12: Creating Multidimensional Characters
NONPLAYER CHARACTERS (NPCs)
CHARACTER BIBLES
CREATING CHARACTERS TO SERVE THE LEARNING OBJECTIVES
CHARACTERS REPRESENTING OPPOSITE POINTS OF VIEW
ARGUMENTATIVE CHARACTERS
CHARACTERS WHO PORTRAY CULTURAL DIFFERENCES
Chapter 13: A Really Good Villain
BUILDING FLAWS INTO THE HERO
BUILDING THE ULTIMATE VILLAIN
A VILLAIN’S INTERNAL CONFLICT
Chapter 14: Synthetic Characters
LIVE ACTOR PARTICIPATION
TEXT-TO-SPEECH AND SYNTHETIC AUDIO
A CREATIVE SOLUTION FOR LOW PRODUCTION VALUE TEXT-TO-SPEECH
PART FOUR: MAN IN THE LOOP vs. THE AUTOMATED GAME MANAGER
Chapter 15: The Instructor as Dungeon Master
Chapter 16: Automated Story Generation
PART FIVE: COMPLETING THE PYRAMID
Chapter 17: Game Play
USER INPUT/ELEMENTS OF GAMEPLAY
CALIBRATING GAMEPLAY FOR EMOTION AND INVESTMENT
GAMEPLAY DESIGN RULES
MEDIA: TEMPERATURE AND DELIVERY BANDWIDTH
GAMEPLAY ISN’T EVERYTHING
Chapter 18: Evaluation and Testing
DEVELOPING COHERENT PEDAGOGY
PEDAGOGY MUST DRIVE SIMULATION DESIGN
STORY CONTENT AND INTERACTIVITY AS IT RELATES TO PEDAGOGICAL EVALUATION AND TESTING
FORMATIVE EVALUATION
EVALUATIONS DURING THE SIMULATION
SUMMATIVE EVALUATIONS
PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT
Chapter 19: Content Scripting Tools
OUTLINING THE PROJECT
OTHER TOOLS FOR OUTLINING
CONCEPT DOCUMENTS AND DESIGN DOCUMENTS
AUTHORING THE SCRIPT
Chapter 20: Selecting Media and Platform: An Overview
SELECTING YOUR MEDIA
Chapter 21: Immersive Desktop Experiences
SQUEEZING THE ENVIRONMENT INTO THE COMPUTER
Chapter 22: The Internet
DIAL-UP
BEYOND DIAL-UP, BUT NOT QUITE DSL
DSL AND CABLE
T1/T3
INTERNET2
SECURITY ON THE INTERNET
AUTHORING FOR THE WEB: SYSTEM DIFFERENCES AND SCALABILITY
WEB ANALYTICS (BACK-END DATA COLLECTING)
MAINTENANCE
A BRIEF CASE STUDY—LEADERS
Chapter 23: Interactive Video and Interactive Television
INTERACTIVE VIDEO
INTERACTIVE TELEVISION
VIDEO PRODUCTION
Chapter 24: Real-Time 3D Virtual Worlds
WHICH PLATFORM: PERSONAL COMPUTER OR GAME CONSOLE?
VISUAL ASSET CREATION
AUDIO ASSET CREATION
THE GAME ENGINE
SCRIPTING THE GAME LEVELS
DIRECTING THE RT3D SIMULATION
PROOF OF CONCEPT
BETA TESTING
AMORTIZING COST
VEHICULAR 3D SPACE
NON PHOTO-REALISTIC 3D
SINGLE-PLAYER AND MULTIPLAYER ENVIRONMENTS
Chapter 25: Audio
ONSCREEN NPC DIALOGUE
PRERECORDED VS. REAL-TIME SYNTHETIC NPC DIALOGUE
USES OF ONSCREEN NPC DIALOGUE
ONSCREEN USER DIALOGUE
OFFSCREEN NPC AND USER DIALOGUE
VOICED NARRATION
SOUND EFFECTS
MUSIC
Chapter 26: Simulation Integration
PART SEVEN: STORY STRUCTURES FOR COMMERCIAL GAMES
Chapter 27: Back Story and Free Play
SAN ANDREAS: BACKSTORY, MAIN STORY, AND FREE PLAY
VICE CITY: BACKSTORY, MAIN STORY, AND FREE PLAY
THE SIMS: NOTHING BUT SANDBOX
Chapter 28: Stories in State-of-the-Art Serious Games
Chapter 29: Stories in State-of-the-Art Commercial Games
HALO
HALF-LIFE
MEDAL OF HONOR
METAL GEAR SOLID
SPLINTER CELL
GUITAR HERO
STORY AND GAME COMPLEMENT EACH OTHER
MULTIPLAYER GAMES
ALTERNATE REALITY GAMES
PART EIGHT: THE FUTURE OF STORY-DRIVEN GAMES
Chapter 30: The Future: The Role of Story
IMMERSIVE DISTANCE LEARNING EXPERIENCES
ONLINE COLLABORATIVE GAMES AND SIMULATIONS
STORY-DRIVEN MASSIVELY MULTIPLAYER ONLINE GAMES
LOCATION-BASED FULL-SENSORY SIMULATIONS (VIRTUAL REALITY)
KEEPING TRACK OF THE EVOLUTION
Chapter 31: Conclusion
Bibliography
Subject Index
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