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Part Eight: The Future Of Story-Driven Games
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Part Eight: The Future Of Story-Driven Games
by Terry Borst, Nick Iuppa
Story and Simulations for Serious Games
Front Cover
Half Title
Title Page
Copyright
Dedication
Acknowledgements
Table of Contents
Introduction (The Road to StoryDrive.)
1. Who This Book is For
Part One: Case Studies
2. The StoryDrive Engine
3. Collaborative Distance Learning
4. Branching Storylines
Part Two: Stories And Story Development
5. A Good Story (The Simple Answer)
6. Other Perspectives on Story
7. War Stories and Parables
8. Designing Simulation Stories from Tacit Knowledge 53 (The theory behind story-based serious games.)
9. Simulation Stories and Free Play
10. Experience Management
11. Story Representation in Experience Management
Part Three: Characters
12. Creating Multidimensional Characters
13. A Really Good Villain
14. Synthetic Characters
Part Four: Man in the Loop vs. The Automated Game Manager
15. The Instructor as Dungeon Master
16. Automated Story Generation
Part Five: Completing The Pyramid
17. Game Play
18. Evaluation and Testing
Part Six: Building The Immersive Environment
19. Content Scripting Tools
20. Selecting Media and Platform: An Overview
21. Immersive Desktop Experiences
22. The Internet
23. Interactive Video and Interactive Television
24. Real-Time 3D Virtual Worlds
25. Audio
26. Simulation Integration
Part Seven: Story Structures For Commercial Games
27. Back Story and Free Play
28. Stories in State-of-the-Art Serious Games
29. Stories in State-of-the-Art Commercial Games
Part Eight: The Future Of Story-Driven Games
30. The Future: The Role of Story
a. Immersive Distance Learning Experiences
b. Online Collaborative Games and Simulations
c. Story-Driven Massively Multiplayer Online Games
d. Location-Based Full-Sensory Simulations (Virtual Reality)
e. Keeping Track of the Evolution
f. Summary
31. Conclusion
Bibliography
Index
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29. Stories in State-of-the-Art Commercial Games
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30. The Future: The Role of Story
PART EIGHT
THE FUTURE OF STORY-DRIVEN GAMES
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