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Introduction | p. xvii |
Who This Book is For | p. 1 |
Case Studies | p. 5 |
The StoryDrive Engine | p. 7 |
Collaborative Distance Learning | p. 17 |
Branching Storylines | p. 25 |
Stories and Story Development | p. 33 |
A Good Story (The Simple Answer) | p. 35 |
Other Perspectives on Story | p. 41 |
War Stories and Parables | p. 47 |
Designing Simulation Stories from Tacit Knowledge | p. 53 |
Simulation Stories and Free Play | p. 61 |
Experience Management | p. 69 |
Story Representation in Experience Management | p. 77 |
Characters | p. 81 |
Creating Multidimensional Characters | p. 83 |
A Really Good Villain | p. 97 |
Synthetic Characters | p. 107 |
Man in the Loop vs. The Automated Game Manager | p. 111 |
The Instructor as Dungeon Master | p. 113 |
Automated Story Generation | p. 119 |
Completing the Pyramid | p. 123 |
Game Play | p. 125 |
Evaluation and Testing | p. 133 |
Building the Immersive Environment | p. 143 |
Content Scripting Tools | p. 145 |
Selecting Media and Platform: An Overview | p. 155 |
Immersive Desktop Experiences | p. 161 |
The Internet | p. 167 |
Interactive Video and Interactive Television | p. 175 |
Real-Time 3D Virtual Worlds | p. 185 |
Audio | p. 195 |
Simulation Integration | p. 205 |
Story Structures for Commercial Games | p. 211 |
Back Story and Free Play | p. 213 |
Stories in State-of-the-Art Serious Games | p. 219 |
Stories in State-of-the-Art Commercial Games | p. 221 |
The Future of Story-Driven Games | p. 227 |
The Future: The Role of Story | p. 229 |
Immersive Distance Learning Experiences | p. 229 |
Online Collaborative Games and Simulations | p. 230 |
Story-Driven Massively Multiplayer Online Games | p. 231 |
Location-Based Full-Sensory Simulations (Virtual Reality) | p. 231 |
Keeping Track of the Evolution | p. 232 |
Summary | p. 233 |
Conclusion | p. 235 |
Bibliography | p. 237 |
Index | p. 239 |
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