Story and Simulations for Serious Games: Tales from the Trenches
暫譯: 嚴肅遊戲的故事與模擬:戰壕中的故事
Nick Iuppa, Terry Borst
- 出版商: Focal Press
- 出版日期: 2006-11-15
- 定價: $1,290
- 售價: 3.1 折 $399
- 語言: 英文
- 頁數: 272
- 裝訂: Paperback
- ISBN: 024080788X
- ISBN-13: 9780240807881
-
相關分類:
遊戲設計 Game-design
立即出貨 (庫存 < 3)
買這商品的人也買了...
-
$880$748 -
$760$600 -
$650$507 -
$550$468 -
$450$383 -
$980$774 -
$880$695 -
$720$569 -
$680$537 -
$580$458 -
$480$379 -
$680$537 -
$580$493 -
$620$490 -
$1,200$948 -
$350$298 -
$990$891 -
$600$480 -
$720$612 -
$420$332 -
$788The Essential Blender: Guide to 3D Creation with the Open Source Suite Blender
-
$380$300 -
$450$351 -
$490$387 -
$650$514
相關主題
商品描述
Description
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.
Table of Contents
INTRODUCTION:(Dramatic example of the benefits of story driven simulations from the recent work Paramount has done for the United States Army); PART ONE: STORIES;1. The Value of Stories
(What is a story, how is it different from an events list and what benefits does it bring to simulations);2. Back-story and Free-play
(The current story-game model);3. Poetry and Hollywood(Classic story structures from Aristotle to Darryl F. Zanick); 4. War Stories and Parables (Stories and their use in learning); 5. Tacit Knowledge and Expectations (The theory behind story-based learning); PART TWO: CHARACTERS; 6. Characters (The importance of characters in stories and their value to simulations);7. Creating Multi-Dimensional Characters (Techniques for making sure characters have dimension, including the use of character bibles, and other devices that strengthen and differentiate characters and their motivation).; 8. Unique Uses of Characters in Story Driven Simulations Pedagogical and dramatic roles that characters can play in the service of the story); PART THREE: STORY STRUCTURE CASE STUDIES; 9. Case Study: Interactive High Noon (Classic example of structure, story and virtual free play); 10. Storylines for Collaborative Distance Learning (Review of the principles used to develop collaborative distance learning for the US Army by Paramount and the Institute for Creative Technologies at USC); 11. Branching Storylines: The New Paradigm (Review of the principles of branching storylines based on a new paradigm); 12. Stories In Commercial Games (The back story and the ongoing story as used in commercial games, their value and effect on massively multiplayer games, PC games and console games; the consequences of their use in commercial game design, other ways of thinking about stories within commercial games); PART FOUR: GAME DESIGN; 13. Establishing Dramatic and Pedagogical Goals (Establishing goals and objectives for dramatic and learning simulations); 14. Organizing Events Into Storylines (How to assemble teaching points in such a way that they form a meaningful and coherent story in which the entire experience serves the critical objective of the lesson); 15. Designing The Arc Of The Game Story (Ordering the teaching points and tying them together so that the simulation story builds through a classic dramatic arc); 16. Describing Expected Participant Performance (Defining the path that the participants are expected to take through the simulation story); 17. Expectation Violations
(Methods for dealing with violations to the path that participants are expected to take in order to allow the story to stay on track in spite of participant interactions); PART FIVE: EXPERIENCE MANAGEMENT; 18. The Dungeon Master & Game Manager
(The classic role from D & D games, translating the dungeon master into massively multiplayer games); 19. The White Cell (How the Army manages simulation games); 20. Man in the Loop – The Instructor As Dungeon Master (The pedagogical implications of the dungeon master role when taken on by an instructor); 21. The Automated Story Manager (The possibilities of performing some content-based game management with artificial intelligence); 22. Liquid Narrative (Automated story generation); PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; 23. Overview (The advantages and disadvantages of different forms of media as carriers of game content); 24. Game Play (The most critical element in all games is the game play itself. Selecting media formats and delivery platforms based on game play, paying attention to game play, testing for game play, revising games for guaranteed effective game play.); 25. 3D Virtual Worlds (Building the virtual environment, constructing the space, the characters, the staging, skills required, degree of difficulty); 26. Immersive Desktop Experiences (Multi-media experiences that simulate computer based systems operation. Example: the Navy’s use of computers and multi-media in a closed system to link ships around the world in a war game simulation played out entirely through the ship's communication systems.); 27. Interactive Video And Television (How media elements can be used to create interactive characters and allow motion through a video based immersive environment instead of creating a graphics based 3D world; the coming promise of interactive television); 28. The Internet
(Ways in which delivery over the Internet enhances and detracts from game delivery); 29. Audio
(The critical role of audio in building and maintaining the virtual world, Pre-recorded audio vs. synthetic speech, the importance of music and sound effects.); PART SEVEN: STORY DEVELOPMENT CASE STUDIES; 30. Case study in Branching Storylines
(Review of the story development process as exemplified in the Leaders project jointly developed for the US Army by Paramount and USC);
31. Case study in Collaborative Distance Learning (Review of the story development process as exemplified in the ALTSIM project jointly developed for the US Army by Paramount and USC);
32. Case study in Story Driven Simulations
(Review of the story development process as exemplified in the Crisis Decision Exercise designed for the Industrial College of the Armed Forces by the Paramount.); PART EIGHT: THE FUTURE OF DISTANCE LEARNING; 33. The Role Of Story In Building Immersive Distance Learning Experiences;
34. Techniques For Collaborative Simulations;
35. Evaluation Techniques For Distance Learning Simulations; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; 36. On-Line Collaborative Games; 37. Story Driven Massively Multiplayer Games; 38. Location Based Entertainment; 39. Probabilities Of Success.; CONCLUSION
商品描述(中文翻譯)
**描述**
如何創建一個讓參與者感受到自由和個人控制的模擬,同時又能保持有效故事所需的結構,確實是一項艱難的任務。本書探討如何創建一個引人入勝且有效的故事(這對於教導參與者是必要的),同時考慮構建模擬的實際考量。它還將故事視為傳統的教學和知識獲取方式,並考慮其他互動敘事設計理論,如合成故事創建和管理以及參與者生成的故事體驗。書中還討論了在人工智慧、合成角色設計與開發、語音識別技術、3D建模以及故事驅動遊戲的未來等方面的啟用技術。《故事驅動模擬》回顧了該領域的現有努力,並專注於派拉蒙影業和南加州大學創意技術研究所的近期努力,這支專家作者團隊為美國陸軍、國防部以及其他教育模擬創建了成功的模擬。
**目錄**
引言:(派拉蒙最近為美國陸軍所做的故事驅動模擬的戲劇性例子);第一部分:故事;1. 故事的價值(什麼是故事,它與事件列表有何不同,以及它為模擬帶來什麼好處);2. 背景故事與自由遊玩(當前的故事遊戲模型);3. 詩歌與好萊塢(從亞里士多德到達里爾·F·扎尼克的經典故事結構);4. 戰爭故事與寓言(故事及其在學習中的使用);5. 隱性知識與期望(基於故事的學習理論);第二部分:角色;6. 角色(角色在故事中的重要性及其對模擬的價值);7. 創建多維角色(確保角色具有深度的技術,包括使用角色聖經和其他增強及區分角色及其動機的工具);8. 在故事驅動模擬中的角色獨特用途(角色在服務於故事中的教學和戲劇角色);第三部分:故事結構案例研究;9. 案例研究:互動高峰時刻(結構、故事和虛擬自由遊玩的經典例子);10. 協作遠程學習的故事線(回顧派拉蒙和南加州大學創意技術研究所為美國陸軍開發協作遠程學習所使用的原則);11. 分支故事線:新範式(基於新範式的分支故事線原則回顧);12. 商業遊戲中的故事(商業遊戲中使用的背景故事和持續故事,它們的價值及對大型多人遊戲、PC遊戲和主機遊戲的影響;在商業遊戲設計中使用它們的後果,對商業遊戲中故事的其他思考方式);第四部分:遊戲設計;13. 確立戲劇性和教學目標(為戲劇和學習模擬確立目標和目的);14. 將事件組織成故事線(如何組合教學要點,使其形成一個有意義且連貫的故事,整個體驗服務於課程的關鍵目標);15. 設計遊戲故事的弧線(對教學要點進行排序並將其聯繫起來,使模擬故事通過經典的戲劇弧線發展);16. 描述預期的參與者表現(定義參與者在模擬故事中預期的路徑);17. 期望違規(處理參與者預期路徑違規的方法,以便在參與者互動的情況下保持故事的正軌);第五部分:體驗管理;18. 地城主與遊戲管理者(D&D遊戲中的經典角色,將地城主轉換為大型多人遊戲);19. 白色單元(軍隊如何管理模擬遊戲);20. 人在迴路中 – 教師作為地城主(教師擔任地城主角色的教學意涵);21. 自動故事管理器(利用人工智慧進行某些基於內容的遊戲管理的可能性);22. 液態敘事(自動故事生成);第六部分:構建沉浸式環境;23. 概述(不同媒體形式作為遊戲內容載體的優缺點);24. 遊戲玩法(所有遊戲中最關鍵的元素是遊戲玩法本身。根據遊戲玩法選擇媒體格式和交付平台,關注遊戲玩法,測試遊戲玩法,修訂遊戲以保證有效的遊戲玩法);25. 3D虛擬世界(構建虛擬環境,構建空間、角色、舞台,所需技能,難度程度);26. 沉浸式桌面體驗(模擬基於計算機系統操作的多媒體體驗。例子:海軍在封閉系統中使用計算機和多媒體,將世界各地的船隻連接在一起,進行完全通過船舶通信系統進行的戰爭遊戲模擬);27. 互動視頻和電視(如何使用媒體元素創建互動角色,並允許在基於視頻的沉浸式環境中移動,而不是創建基於圖形的3D世界;互動電視的未來承諾);28. 互聯網(互聯網交付如何增強和削弱遊戲交付的方式);29. 音頻(音頻在構建和維護虛擬世界中的關鍵角色,預錄音頻與合成語音,音樂和音效的重要性);第七部分:故事發展案例研究;30. 分支故事線的案例研究(回顧派拉蒙和南加州大學共同為美國陸軍開發的領導者項目中所示的故事發展過程);31. 協作遠程學習的案例研究(回顧派拉蒙和南加州大學共同為美國陸軍開發的ALTSIM項目中所示的故事發展過程);32. 故事驅動模擬的案例研究(回顧派拉蒙為武裝部隊工業學院設計的危機決策演習中所示的故事發展過程);第八部分:遠程學習的未來;33. 故事在構建沉浸式遠程學習體驗中的角色;34. 協作模擬的技術;35. 遠程學習模擬的評估技術;第九部分:故事驅動遊戲的未來;36. 在線協作遊戲;37. 故事驅動的大型多人遊戲;38. 基於位置的娛樂;39. 成功的概率;結論