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February 2007
7 x 9, 432 pp., 200 illus.
$43.00/£31.95 (CLOTH)
Short

ISBN-10:
0-262-08356-6
ISBN-13:
978-0-262-08356-0

Other Editions
Paper (2010)
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Second Person
Role-Playing and Story in Games and Playable Media
Edited by Pat Harrigan and Noah Wardrip-Fruin

Dedication and Acknowledgmentsx
Contributorsxi
Introduction
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xiii
I.Tabletop Systems
Games, Storytelling, and Breaking the String
Greg Costikyan
5
On the Wild Cards Series
George R. R. Martin
15
From the Basement to the Basic Set
The Early Years of Dungeons & Dragons
Erik Mona
25
Narrative Structure and Creative Tension in Call of Cthulhu
Kenneth Hite
31
On “The Haunted House”
Keith Herber
41
On Character Creation in Everway
Jonathan Tweet
45
Storytelling Games as a Creative Medium
Will Hindmarch
47
Structure and Meaning in Role-Playing Game Design
Rebecca Borgstrom
57
My Life with Master: The Architecture of Protagonism
Paul Czege
67
Making Games That Make Stories
James Wallis
69
Creating a Meaning-Machine
The Deck of Stories Called Life in the Garden
Eric Zimmerman
81
Design Decisions and Concepts in Licensed Collectible Card Games
Eric Lang; Assisted by Pat Harrigan
85
One Story, Many Media
Kevin Wilson
91
On Mystery of the Abbey
Bruno Faidutti
95
On Life's Lottery
Kim Newman
99
II.Computational Fictions107
The Sands of Time: Crafting a Video Game Story
Jordan Mechner
111
On And Then There Were None
Lee Sheldon
121
On Solitaire
Helen Thorington
125
Enlightening Interactive Fiction
Andrew Plotkin's Shade
Jeremy Douglass
129
The Creation of Floyd the Robot in Planetfall
Steve Meretzky
137
Fretting the Player Character
Nick Montfort
139
On Savoir-Faire
Emily Short
147
Pax, Writing, and Change
Stuart Moulthrop
149
RE: Authoring Magritte:
The Brotherhood of Bent Billiard
Talan Memmott
157
On Soft Cinema: Mission to Earth
Lev Manovich
159
On Juvenatege
Marie-Laure Ryan
163
On Twelve Easy Lessons to Better Time Travel
Marc C. Marino
165
Deikto: A Language for Interactive Storytelling
Chris Crawford
169
GRIOT's Tales of Haints and Seraphs
A Computational Narrative Generation System
D. Fox Harrell
177
Writing Façade: A Case Study in Procedural Authorship
Michael Mateas and Andrew Stern
183
On The Breakup Conversation
Robert Zubek
209
On The Archer’s Flight
Mark Keavney
213
III.Real Worlds
Prismatic Play
Games as Windows on the Real World
John Tynes
221
On John Tynes's Puppetland
Sean Thorne
229
Video Games Go to Washington
The Story behind The Howard Dean for Iowa Game
Ian Bogost and Gonzalo Frasca
233
Political Activism
Bending the Rules
Kevin Whelan
247
The Puppet Master Problem
Design for Real-World, Mission-Based Gaming
Jane McGonigal
251
On A Measure for Marriage
Nick Fortugno
265
On unexceptional.net
Robert Nideffer
269
On Itinerant
Teri Rueb
273
Finding the Game in Improvised Theaters
Tim Uren
279
On Adventures in Mating
Joe Scrimshaw
285
Santaman's Harvest Yields Questions, or
Does a Performance Happen if It Exists in a Virtual Forest?
Adriene Jenik
289
Me, the Other
Torill Elvira Mortensen
297
A Network of Quests in World of Warcraft
Jill Walker Rettberg
307
Communities of Play
The Social Construction of Identity in Persistent Online Game Worlds
Celia Pearce and Artemesia  
311
Eliza Redux
Adrianne Wortzel
319
IV.Appendices331
Appendix A: Puppetland by John Tynes333
Appendix B: Bestial Acts by Greg Costikyan349
Appendix C: The Extraordinary Adventures of Baron Munchausen by James Wallis359
Contributor Biographies383
Permissions393
Index
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395
 
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