Chris Crawford on Interactive Storytelling
July 5th, 2004
Don't blame me for that title. I had picked out "Interactive
Storytelling" as my preferred title, but Andrew Glassner beat me to the
punch (an ironic twist because Glassner denies in his book that
interactive storytelling can be realized, offering "participatory
storytelling" in its place). I have the good sense to recuse myself
from consideration of the title for my works, because I always choose
obscure, difficult names like "erasmatazz.com". The people at New
Riders thought that my name sells books, so that was the title they
chose. Look for "Chris Crawford on Cooking", "Chris Crawford on
Politics" and "Chris Crawford on the Meaning of Life" in the future.
So what's my book about? Here's the blurb I wrote for the back cover:
Interactive
storytelling will succeed games as the next big development in
entertainment software. Everybody knows it's coming, and plenty of
people are trying to make it happen. Although a variety of people have
attempted to inject storytelling into their products, the sad fact is,
for all the talk about interactive storytelling, nobody has yet
produced a viable commercial interactive storytelling product, but
Chris Crawford has struggled farther down that path than anybody else.
Here he offers the results of 12 years of effort dedicated solely to
solving the problem of interactive storytelling. Crawford proceeds in a
straight line from clean, simple fundamentals of interactivity and
storytelling to their direct consequences for designing interactive
storytelling technologies. Along the way, he resolves misleading
dilemmas, such as the feckless debate over plot versus interactivity,
and then offers detailed descriptions of technologies for implementing
interactive storytelling. Herein lies the meat of the book. Instead of
vague, hand-waving wishlists, Crawford gives workable solutions.
Instead of intellectually pretentious gobbledygook, Crawford explains
in plain English what works and what doesn't. This is the real thing.
Some of the key concepts explained herein:
Verbs: the core concept of interactive storytelling
How to assemble verbs into events
How to build useful personality models
Gossip and the flow of information in drama
Anticipation: how characters modulate their behavior
toward others
Inclination formulae: how characters make choices
Sequencing character behavior in dramatically
rational ways
Development environments for interactive storytelling
OK, so it's a blurb, meant to sell books. Here's the table of contents:
Introduction
Part I: From
Story to Interactive Storytelling
1
Story
2
Interactivity
3
Interactive Storytelling
Part II: Styles
of Thinking
4
Two Cultures, No Hits, No Runs
5
Abstraction
6
Verb Thinking
Part III:
Strategies for Interactive Storytelling
7
Simple Strategies That Don't Work
8
Environmental Strategies
9
Data-Driven Strategies
10
Language-Based Strategies
Part IV: Core
Technologies for Interactive Storytelling
11
Personality Models
12
Drama Managers
13
Verbs and Events
14
HistoryBooks and Gossip
15
Anticipation
16
Sequencing
17
Development Environments
Part V:
Applications
18
The Erasmatron
19
Research
20
Distant Relatives
21
Prognostications
This gives a pretty clear idea of what's in the book. The only obscure
chapter title is Chapter 4's, which discusses the Two Cultures problem
and how it has hindered progress on interactive storytelling. The book
also includes lessons, pithy little admonitions about interactive
storytelling that summarize important ideas. Here are a few:
The Prime Lesson:
Interactivity depends on the choices available to the user.
Lesson
#6: Stories take place on stages, not maps.
Lesson #11: Interactive storytelling systems are NOT "games with
stories".
Lesson #12: A storyworld is composed of closely balanced decisions that
can reasonably go either way.
Lesson #15: Interactivity requires verb thinking.
Lesson #24: The personality model mirrors the behavioral universe of
the storyworld.
Lesson #31: Use scoring systems to guide players instead of mandates
and prohibitions that constrain them.
Lesson #33: Interactive storytelling requires thousands of verbs.
I spent almost exactly a year writing this book. I consider it the most
important book I have ever written, because it fills a bigger hole
better than any of my previous works. For example, my book on
interactivity design is good, but there are lots of books on
interactivity design. My book on game design is also good, but there
are a zillion books on game design, some of them good. Two other books
have been written on the topic of interactive storytelling, and I
consider them both dreck. (This doesn't refer to Lee Sheldon's book,
which is about stories in games, not interactive storytelling). This
book stands out; I believe that it will become the classic that my "Art
of Computer Game Design" (written in 1982) has become. I don't expect
it to sell well at first, simply because there aren't that many people
interested in the topic, but with the passage of time interest will
grow and sales will increase. That's my hunch.
The book has not been released yet, but the writing is complete and New
Riders is preparing the galleys right now. I'm guessing it will appear
on store shelves in October.
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