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> Sent: Thursday, June 18, 1998 10:53 PM
> To: [EMAIL PROTECTED]
> Subject: Re: Some good links
>
> I've been following this thread and find it all fascinating. I kept
> trying
> to think of ways to make "Why we die" more interactive, a
>The other question that this brings up is, well, should our stories be
>1st person or 3rd person? In other words, should the person behind
>the VRML browser be a passive viewer of the story, or actually be a
>member of the story? I would think the former would be easier to
>implement, but the l
(Len) wrote:
> > -Original Message-
> > From: Michael St. Hippolyte [SMTP:[EMAIL PROTECTED]]
> > Sent: Thursday, June 18, 1998 12:46 PM
> > To: [EMAIL PROTECTED]
> > Subject: RE: Some good links
> >
> > Len wrote:
> > >Viewpoints are story
> -Original Message-
> From: Michael St. Hippolyte [SMTP:[EMAIL PROTECTED]]
> Sent: Thursday, June 18, 1998 12:46 PM
> To: [EMAIL PROTECTED]
> Subject: RE: Some good links
>
> Len wrote:
> >Viewpoints are story devices.
> >
> >The app
Yes. In the research phase one goes "looking for
the human bits". This is important in gesture, clothes,
setting, slang, and so on. As you show, it doesn't
have to be much, even a raised eyebrow (Mr Spock)
works. I've often read that the best storytellers are
the keenest observers. They
Hi Len,
I completely agree. Moreover I would go one step further -- the games
that have proved to have longlasting appeal actually did involve the
user emotionally. (Who, really, can forget the dread of walking
around the mazes in Zork thinking the @#$%^ thief might be around the
corner?) Ther
Len wrote:
>Viewpoints are story devices.
>
>The application of story devices depend on the driver of a scene
>(that is, why is the scene being presented and how does it advance the
>plot).
I would agree and add that you could boil down interactive fiction as
differing from the traditional vari
r butts at a cadence).
Len Bullard
Intergraph Public Safety
[EMAIL PROTECTED]
Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h
> -Original Message-
> From: John D. DeCuir [SMTP:[EMAIL PROTECTED]]
> Sent: Thursday, June 18, 1998 10:39 AM
> To: Dennis McKenzie;
Hi Dennis,
>First of all, do we want to
> go outside of 3d space (into textual space) to handle the interface?
My own
> thought is no we don't. Keeping the story immersive is hard enough
without
> the interactor's attention constantly being forced to deal with an
> interface outside of the physic
Dennis wrote:
>One of the things not covered in almost all of these nonlinear/interactive
>story essays is dealing with a realtime 3D interface.
By way of disclaimer, I wrote the particular paper you're referring to in
1995, when my own computer graphics experience was decidedly 2D. But that
di
> A _great_ text on implementing nonlinearity:
> http://www.users.interport.net/~mash/nonlin.html
Thanks John!
This is a super examination of the methods and problems with
non-linear/interactive storytelling. If anyone on this list hasn't visited
it they should run, not walk, to this link.
One
Message-
> From: John D. DeCuir [SMTP:[EMAIL PROTECTED]]
> Sent: Monday, June 15, 1998 10:07 PM
> To: [EMAIL PROTECTED]
> Subject: Some good links
>
> Hi gang,
>
> Found (and enjoyed) these tonight. Have fun.
>
> A _great_ text on implementing nonlinea
Michael provides a good summary. These
paragraphs struck me. I note the similarity to the television
commercials where a number of couples in conversation are
captured in a store as the camera changes location of interest
while the people are in motion through the aisles. They
complete a s
Hi gang,
Found (and enjoyed) these tonight. Have fun.
A _great_ text on implementing nonlinearity:
http://www.users.interport.net/~mash/nonlin.html
NPC generation:
http://dancer.brisnet.org.au/smartnpc.html
Craft of Adventure (classic text for anyone to read)
http://www.gnelson.demon.co.uk/cr
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