Description
This book explores the challenges of creating simulations that balance freedom and structure, while also effectively teaching participants. It discusses the use of stories as a teaching tool and examines different theories of interactive narrative design. The book also covers various technologies, such as artificial intelligence and 3D modeling, that can enhance story-driven games. It reviews existing efforts in this field and highlights successful simulations created for the U.S. Army and other educational purposes. The book aims to create a new type of gaming experience that engages players emotionally and teaches complex skills such as management and decision-making. It offers a mix of theory and practical advice, using real-world examples from military research and development projects.
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. *Learn to create a new kind of gaming experience that will broaden the audience for entertainment games and simulations by engaging game users at an emotional rather than a purely visceral level. *Learn to engage players in more memorable, effective experiences that can deal with far more complex and demanding skills such as management, leadership and crisis decision-making. *Features a unique mix of theory and application providing practical advice using real-world examples from recent military research and development projects