ABSTRACT

How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.

chapter |3 pages

Who This Book is For

part |27 pages

Case Studies

chapter |9 pages

The StoryDrive Engine

chapter |7 pages

Collaborative Distance Learning

chapter |8 pages

Branching Storylines

part |46 pages

Stories and Story Development

chapter |5 pages

A Good Story (The Simple Answer)

chapter |5 pages

Other Perspectives on Story

chapter |5 pages

War Stories and Parables

chapter |8 pages

Simulation Stories and Free Play

chapter |8 pages

Experience Management

part |29 pages

Characters

chapter |13 pages

Creating Multidimensional Characters

chapter |9 pages

A Really Good Villain

chapter |4 pages

Synthetic Characters

part |11 pages

Man in the Loop vs. The Automated Game Manager

chapter |6 pages

The Instructor as Dungeon Master

chapter |4 pages

Automated Story Generation

part |18 pages

Completing the Pyramid

chapter |8 pages

Game Play

chapter |9 pages

Evaluation and Testing

part |66 pages

Building the Immersive Environment

chapter |10 pages

Content Scripting Tools

chapter |5 pages

Immersive Desktop Experiences

chapter |8 pages

The Internet

chapter |9 pages

Real-Time 3D Virtual Worlds

chapter |10 pages

Audio

chapter |5 pages

Simulation Integration

part |15 pages

Story Structures for Commercial Games

chapter |5 pages

Back Story and Free Play

part |9 pages

The Future of Story-Driven Games

chapter |5 pages

The Future: The Role of Story

chapter |2 pages

Conclusion