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Pg. 1
Nick: 
Hardcover Edition
Publisher: 
Year: 2007
Hard Cover
ISBN-10: 0262083566
ISBN-13: 978-0262083560
408 pages
Size: 8.00 x 9.50 inches
English
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Description Edit | History

From the Contents:

I: Tabletop Systems

  • Games, storytelling, and breaking the string / Greg Costikyan
  • On the Wild Card series / George R. R. Martin
  • From the basement to the basic set : the early years of Dungeons and Dragons / Erik Mona
  • Narrative structure and creative tension in Call of Cthulhu / Kenneth Hite
  • On "The Haunted House" / Keith Herber
  • On character creation in Everway / Jonathan Tweet
  • Storytelling games as a creative medium / Will Hindmarch
  • Structure and meaning in role-playing game design / Rebecca Borgstrom
  • My Life with Master : the architecture of protagonism / Paul Czege
  • Making games that make stories / James Wallis
  • Creating a meaning-machine : the deck of stories called Life in the Garden / Eric Zimmerman
  • Designing decisions and concepts in licensed collectible card games / Eric Lang (with Pat Harrigan)
  • One story, many media / Kevin Wilson
  • On Mystery in the Abbey / Bruno Faidutti
  • On Life's Lottery / Kim Newman

II: Computational Fictions

  • The Sands of Time : crafting a video game story / Jordan Mechner
  • On And Then There Were None / Lee Sheldon
  • On Solitaire / Helen Thorington
  • Enlightening interactive fiction : Andrew Plotkin's Shade / Jeremy Douglass
  • Creation of Floyd the robot in Planetfall / Steve Meretzky
  • Fretting the player character / Nick Montfort
  • On Savoir-Faire / Emily Short
  • Pax, writing, and change / Stuart Moulthrop
  • RE: authoring Magritte : The Brotherhood of Bent Billiard / Talan Memmott
  • On soft cinema : Mission to Earth / Lev Manovich
  • On Juvenate / Maríe-Laure Ryan
  • On Twelve Easy Lessons to Better Time Travel / Mark C. Marino
  • Deikto : a language for interactive storytelling / Chris Crawford
  • GRIOT's tales of haints and seraphs : a computational narrative generation system / D. Fox Harrell
  • Writing Façade : a case study in procedural authorship / Michael Mateas and Andrew Stern
  • On The Breakup Conversation / Robert Zubek
  • On The Archer's Flight / Mark Keavney

III: Real Worlds

  • Prismatic play : games as windows on the real world / John Tynes
  • On John Tynes's Puppetland / Sean Thorne
  • Video games go to Washington : the story behind The Howard Dean for Iowa Game / Ian Bogost and Gonzalo Frasca
  • Political activism : bending the rules / Kevin Whelan
  • Puppet master problem : design for real-world, mission-based gaming / Jane McGonigal
  • On A Measure for Marriage / Nick Fortugno
  • On unexceptional.net / Robert Nideffer
  • On Itinerant / Teri Rueb
  • Finding the game in improvised theater / Tim Uren
  • On Adventures in Mating / Joe Scrimshaw
  • Santaman's Harvest yields questions, or does a performance happen if it exists in a virtual forest? / Adriene Jenik
  • Me, the other / Torill Elvira Mortensen
  • Network of quests in World of Warcraft / Jill Walker
  • Communities of play : the social construction of identity in persistent online game worlds / Celia Pearce and Artemesia
  • Eliza Redux / Adrianne Wortzel

IV: Appendices

  • Appendix A: Puppetland / John Tynes
  • Appendix B: Bestial Acts / Greg Costikyan
  • Appendix C: The Extraordinary Adventures Of Baron Munchausen / James Wallis

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