NeuralArchive

An archive of published things by Neural.it. You can browse, search, or see a random publication. The Neural Archive lists 1884 publications.

Second Person: Role-Playing and Story in Games and Playable Media

Author
Pat Harrigan & Noah Wardrip-Fruin
Publisher / Label
The MIT Press
Country
USA
Language
English
Publication year
2010
Type of publication
Book
Number of pages
423
ISBN
9780262514187

Index

Dedication and Acknowledgments		x	
Contributors		xi	
Introduction		xiii	
Tabletop Systems
1	
Games, Storytelling, and Breaking the String
5	
Greg Costikyan
On the Wild Cards Series
15	
George R. R. Martin
From the Basement to the Basic Set: The Early Years of Dungeons & Dragons
25	
Erik Mona
Narrative Structure and Creative Tension in Call of Cthulhu
31	
Kenneth Hite
On ``The Haunted House''
41	
Keith Herber
On Character Creation in Everway
45	
Jonathan Tweet
Storytelling Games as a Creative Medium
47	
Will Hindmarch
Structure and Meaning in Role-Playing Game Design
57	
Rebecca Borgstrom
My Life with Master: The Architecture of Protagonism
67	
Paul Czege
Making Games that Make Stories
69	
James Wallis
Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden
81	
Eric Zimmerman
Design Decisions and Concepts in Licensed Collectible Card Games
85	
Eric Lang
Pat Harrigan
One Story, Many Media
91	
Kevin Wilson
On Mystery of the Abbey
95	
Bruno Faidutti
On Life's Lottery
99	
Kim Newman
Computational Fictions
The Sands of Time: Crafting a Video Games Story
111	
Jordan Mechner
On And Then There Were None
121	
Lee Sheldon
On Solitaire
125	
Helen Thorington
Enlightening Interactive Fiction: Andrew Plotkin's Shade
129	
Jeremy Douglass
The Creation of Floyd the Robot in Planetfall
137	
Steve Meretzky
Fretting the Player Character
139	
Nick Montfort
On Savoir-Faire
147	
Emily Short
Writing, and Change
149	
Stuart Moulthrop
RE: Authoring Magritte: The Brotherhood of Bent Billiard
157	
Talan Memmott
On Soft Cinema: Mission to Earth
159	
Lev Manovich
On Juvenate
163	
Marie-Laure Ryan
On Twelve Easy Lessons to Better Time Travel
165	
Mark C. Marino
A Language for Interactive Storytelling
169	
Chris Crawford
GRIOT's Tales of Haints and Seraphs: A Computational Narrative Generation System
177	
D. Fox Harrell
Writing Facade: A Case Study in Procedural Authorship
183	
Michael Mateas
Andrew Stern
On the Breakup Conversation
209	
Robert Zubek
On the Archer's Flight
213	
Mark Keavney
Real Worlds
217	
Prismatic Play: Games as Windows on the Real World
221	
John Tynes
On John Tynes's Puppetland
229	
Sean Thorne
Video Games Go to Washington: The Story behind the Howard Dean for Iowa Game
233	
Ian Bogost
Gonzalo Frasca
Political Activism: Bending the Rules
247	
Kevin Whelan
The Puppet Master Problem: Design for Real-World, Mission-Based Gaming
251	
Jane McGonigal
On A Measure for Marriage
265	
Nick Fortugno
On unexceptional.net
269	
Robert Nideffer
On Itinerant
273	
Teri Rueb
Finding the Game in Improvised Theater
279	
Tim Uren
On Adventures in Mating
285	
Joe Scrimshaw
Santaman's Harvest Yields Questions, or Does a Performance Happen if It Exists in a Virtual Forest?
289	
Adriene Jenik
Me, the Other
297	
Torill Elvira Mortensen
A Network of Quests in World of Warcraft
307	
Jill Walker
Communities of Play: The social Construction of Identity in Persistent Online Game Worlds
311	
Celia Pearce
Artemesia
Eliza Redux
319	
Adrianne Wortzel
Appendices	
Contributor Biographies	
Permissions	
Index