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Story and simulations for serious games

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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

      • SUMMARY

    • Chapter 4: Branching Storylines

      • SUMMARY

  • PART TWO: STORIES AND STORY DEVELOPMENT

    • Chapter 5: A Good Story (The Simple Answer)

      • COMEDY, DRAMA, AND PEDAGOGY

      • SUMMARY

    • Chapter 6: Other Perspectives on Story

      • THE HOLLYWOOD STORY

      • SUMMARY

    • 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

      • SUMMARY

    • Chapter 8: Designing Simulation Stories from Tacit Knowledge

      • STORYDRIVE SIMULATIONS

      • SUMMARY

    • Chapter 9: Simulation Stories and Free Play

      • SIMULATED CONVERSATIONS

      • INTELLIGENT TUTORING

      • SPIDER WEBS

      • SUMMARY

    • Chapter 10: Experience Management

      • EXPERIENCE MANAGEMENT

      • SUMMARY

    • Chapter 11: Story Representation in Experience Management

      • ELEMENTS OF THE ENCODED SCRIPT

      • SUMMARY

  • 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

      • SUMMARY

    • Chapter 13: A Really Good Villain

      • BUILDING FLAWS INTO THE HERO

      • BUILDING THE ULTIMATE VILLAIN

      • A VILLAIN’S INTERNAL CONFLICT

      • SUMMARY

    • Chapter 14: Synthetic Characters

      • LIVE ACTOR PARTICIPATION

      • TEXT-TO-SPEECH AND SYNTHETIC AUDIO

      • A CREATIVE SOLUTION FOR LOW PRODUCTION VALUE TEXT-TO-SPEECH

      • SUMMARY

  • PART FOUR: MAN IN THE LOOP vs. THE AUTOMATED GAME MANAGER

    • Chapter 15: The Instructor as Dungeon Master

      • SUMMARY

    • Chapter 16: Automated Story Generation

      • SUMMARY

  • 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

      • SUMMARY

    • 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

      • SUMMARY

  • 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

      • SUMMARY

    • Chapter 20: Selecting Media and Platform: An Overview

      • SELECTING YOUR MEDIA

      • SUMMARY

    • Chapter 21: Immersive Desktop Experiences

      • SQUEEZING THE ENVIRONMENT INTO THE COMPUTER

      • SUMMARY

    • 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

      • SUMMARY

    • Chapter 23: Interactive Video and Interactive Television

      • INTERACTIVE VIDEO

      • INTERACTIVE TELEVISION

      • VIDEO PRODUCTION

      • SUMMARY

    • 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

      • SUMMARY

    • 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

      • SUMMARY

    • Chapter 26: Simulation Integration

      • SUMMARY

  • 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

      • SUMMARY

    • Chapter 28: Stories in State-of-the-Art Serious Games

      • SUMMARY

    • 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

      • SUMMARY

  • 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

      • SUMMARY

    • Chapter 31: Conclusion

  • Bibliography

  • Subject Index

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