Dedication and Acknowledgments | p. x |
Contributors | p. xi |
Introduction | p. xiii |
Tabletop Systems | |
Games, Storytelling, and Breaking the String | p. 5 |
On the Wild Cards Series | p. 15 |
From the Basement to the Basic Set | p. 25 |
The Early Years of Dungeons & Dragons | |
Narrative Structure and Creative Tension in Call of Cthulhu | p. 31 |
On "The Haunted House" | p. 41 |
On Character Creation in Everway | p. 45 |
Storytelling Games as a Creative Medium | p. 47 |
Structure and Meaning in Role-Playing Game Design | p. 57 |
My Life with Master: The Architecture of Protagonism | p. 67 |
Making Games That Make Stories | p. 69 |
Creating a Meaning-Machine | p. 81 |
The Deck of Stories Called Life in the Garden | |
Design Decisions and Concepts in Licensed Collectible Card Games | p. 85 |
One Story, Many Media | p. 91 |
On Mystery of the Abbey | p. 95 |
On Life's Lottery | p. 99 |
Computational Fictions | |
The Sands of Time: Crafting a Video Game Story | p. 111 |
On And Then There Were None | p. 121 |
On Solitaire | p. 125 |
Enlightening Interactive Fiction Andrew Plotkin's Shade | p. 129 |
The Creation of Floyd the Robot in Planetfall | p. 137 |
Fretting the Player Character | p. 139 |
On Savoir-Faire | p. 147 |
Pax, Writing, and Change | p. 149 |
RE: Authoring Magritte: | p. 157 |
The Brotherhood of Bent Billiard | |
On Soft Cinema: Mission to Earth | p. 159 |
On Juvenatege | p. 163 |
Marie-Laure Ryan | |
On Twelve Easy Lessons to Better Time Travel | p. 165 |
Deikto: A Language for Interactive Storytelling | p. 169 |
GRIOT's Tales of Haints and Seraphs | p. 177 |
A Computational Narrative Generation System | |
Writing Facade: A Case Study in Procedural Authorship | p. 183 |
On The Breakup Conversation | p. 209 |
On The Archer's Flight | p. 213 |
Real Worlds | |
Prismatic Play | p. 221 |
Games as Windows on the Real World | |
On John Tynes's Puppetland | p. 229 |
Video Games Go to Washington | p. 233 |
The Story behind The Howard Dean for Iowa Game | |
Political Activism | p. 247 |
Bending the Rules | |
The Puppet Master Problem | p. 251 |
Design for Real-World, Mission-Based Gaming | |
On A Measure for Marriage | p. 265 |
On unexceptional.net | p. 269 |
On Itinerant | p. 273 |
Finding the Game in Improvised Theaters | p. 279 |
On Adventures in Mating | p. 285 |
Santaman's Harvest Yields Questions, or | p. 289 |
Does a Performance Happen if It Exists in a Virtual Forest? | |
Me, the Other | p. 297 |
Torill Elvira Mortensen | |
A Network of Quests in World of Warcraft | p. 307 |
Communities of Play | p. 311 |
The Social Construction of Identity in Persistent Online Game Worlds | |
Celia Pearce and Artemesia | |
Eliza Redux | p. 319 |
Appendices | |
Puppetland by John Tynes | p. 333 |
Bestial Acts by Greg Costikyan | p. 349 |
The Extraordinary Adventures of Baron Munchausen | p. 359 |
Contributor Biographies | p. 383 |
Permissions | p. 393 |
Index | p. 395 |
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