Deikto: A Language for Interactive Storytelling
Chris Crawford
Chris Crawford walks through Deikto, an interactive storytelling language that "reduce[s] artistic fundamentals to even smaller fundamentals, those of the computer: addition, subtraction, multiplication, and division."
GRIOT’s Tales of Haints and Seraphs: A Computational Narrative Generation System
D. Fox Harrell
D. Fox Harrell considers what is computational about composition, and describes the GRIOT system for generating literary texts.
On And Then There Were None
Lee Sheldon
Lee Sheldon describes his playable adaptation of Agatha Christie's And Then There Were None, which relies on his invention of a "suspicion meter" to quantify and track the player's interaction with - and assessments of - NPCs (non-player characters).
Between Acting and Narrating: Editors’ Introduction to “Tabletop Systems”
Pat HarriganThe electronic release of Second Person starts with a number of essays on tabletop role-playing. Most of these consider the entanglement of play and narrative in a variety of game systems, from the highly controlled to the largely open-ended.
Design Decisions and Concepts in Licensed Collectible Card Games
Eric Lang
Eric Lang (with Pat Harrigan) explains the advantages writers have in crafting adaptations of literary franchises into collectible card games. Lang maintains that, while attempting to remain true to the original, when turning narratives into games, one must "respect the medium."
One Story, Many Media
Kevin Wilson
Kevin Wilson describes his methodology of boiling a franchise down to its core elements and weighing the differences among media when translating games from medium to medium.
On Mystery of the Abbey
Bruno Faidutti
Bruno Faidutti begins with the controversial premise that "[e]very game tells a story," in his description of how he uses literary techniques to enhance gameplay - even in non-RPG systems such as board games, which don't traditionally include a story.
Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden
Eric Zimmerman
Eric Zimmerman describes his interactive paper book as "an inverted exquisite corpse," and although a digital version of the book would be easy to produce, he argues that an electronic edition would not produce as meaningful an experience as the printed volume.
“A realm forever beyond reach”: William Vollmann’s Expelled from Eden and Poor People
Jeff BurseyJeff Bursey argues for a coherent, if unlikely, set of predecessors for William T. Vollmann: Aleksandr Solzhenitsyn, Blaise Cendrars, and John Cowper Powys. In the process of tracing this genealogy, Bursey defends Vollmann against critics who attack his alleged objectification of his subjects - prostitutes, the poor, and victims of violence.
On Life’s Lottery
Kim NewmanKim Newman describes various methods of approaching his choose-your-own-adventure-style novel, which can be read or played because, like a role-playing game, "you are at once a reader and the main character."
Structure and Meaning in Role-Playing Game Design
Rebecca Borgstrom
Using Exalted as her text, Rebecca Borgstrom begins with the premises that every role-playing game requires a setting, and that to establish a fictional world players work within a mutually agreed upon structure to construct meaning.
Making Games That Make Stories
James Wallis
James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.
Inside God’s Toolbox
Jon AdamsJon Adams rifles through the instrument cabinet of the man upstairs by way of William J. Jackson's Heaven's Fractal Net. Adams finds more problems than solutions in Jackson's position that fractals are a fundamental and universal structure of life - a position Jackson stakes out by vacillating between scholarly proof and speculative guruism.
Black Postmodernism
Amy Elias
Amy J. Elias reviews Madhu Dubey's second book Signs and Cities: Black Literary Postmodernism and gauges the argument that we can locate within literary history a distinctive African American strain of postmodernism.
Storytelling Games as a Creative Medium
Will Hindmarch
Will Hindmarch contests Greg Costikyan's challenge to the idea that "games have something to do with stories" by contending that "storytelling games reconcile the theoretically antithetical relationship between their two halves - story and game."