March 12, 2006

Second Person Preview

by Noah Wardrip-Fruin · , 5:11 pm

To celebrate the availability of the First Person paperback, I’m happy to share the table of contents for the sequel that Pat Harrigan and I have edited. The new book, Second Person: Role-Playing and Story in Games and Playable Media, is currently in the MIT Press production process (and will hopefully appear on shelves this fall). We’re very pleased with how the new book has come together. It includes leading game designers, innovative computer scientists, writers and artists engaging the playful potential of digital media, and scholars who take games and other “playable” media seriously along computational, representational, performance, and ludic dimensions. Plus three appendixes include alternative RPGs from John Tynes, Greg Costikyan, and James Wallis!

I: Tabletop Systems

1) Greg Costikyan: Games, Storytelling, and Breaking the String
2) George R.R. Martin on the Wild Cards novels
3) Erik Mona: From the Basement to the Basic Set: The Early Years of Dungeons & Dragons
4) Kenneth Hite: Narrative Structure and Creative Tension in Call of Cthulhu
5) Keith Herber on “The Haunted House”
6) Jonathan Tweet on character creation in Everway
7) Will Hindmarch: Storytelling Games as a Creative Medium
8) Rebecca Borgstrom: Structure and Meaning in Role-Playing Game Design
9) Paul Czege: My Life with Master: The Architecture of Protagonism
10) James Wallis: Making Games That Make Stories
11) Eric Zimmerman: Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden
12) Eric Lang (with Pat Harrigan): Design Decisions and Concepts in Licensed Collectible Card Games
13) Kevin Wilson: One Story, Many Media
14) Bruno Faidutti on Mystery of the Abbey
15) Kim Newman on Life’s Lottery

II: Computational Fictions

1) Jordan Mechner: The Sands of Time: Crafting a Videogame Story
2) Lee Sheldon on And Then There Were None
3) Helen Thorington on Solitaire
4) Jeremy Douglass: Enlightening Interactive Fiction: Andrew Plotkin’s Shade
5) Steve Meretzky: The Creation of Floyd the Robot in Planetfall
6) Nick Montfort: Fretting the Player Character
7) Emily Short on Savoir-Faire
8) Stuart Moulthrop: Pax, Writing, and Change
9) Talan Memmott: RE:Authoring Magritte: The Brotherhood of Bent Billiard
10) Lev Manovich on Mission to Earth
11) Marie-Laure Ryan on Juvenate
12) Mark C. Marino on 12 Easy Lessons to Better Time Travel
13) Chris Crawford: Deikto: A Language for Interactive Storytelling
14) D. Fox Harrell: GRIOT’s Tales of Haints and Seraphs: A Computational Narrative Generation System
15) Michael Mateas and Andrew Stern: Writing Façade: A Case Study in Procedural Authorship
16) Robert Zubek on The Breakup Conversation
17) Mark Keavney on The Archer’s Flight

Part Three: Real Worlds

1) John Tynes: Prismatic Play: Games as Windows on the Real World
2) Sean Thorne on John Tynes’s Puppetland
3) Ian Bogost and Gonzalo Frasca: Video Games Go to Washington: The Story Behind The Howard Dean for Iowa Game
5) Jane McGonigal: The Puppet Master Problem: Design for Real-World, Mission-Based Gaming
6) Nick Fortugno on A Measure for Marriage
7) Robert Nideffer on unexceptional.net
8) Teri Rueb on Itinerant
9) Tim Uren: Finding the Game in Improvised Theater
10) Joseph Scrimshaw on Adventures in Mating
11) Adrienne Jenik: Santaman’s Harvest Yields Questions, or Does a Performance Happen if it Exists in a Virtual Forest?
12) Torill Elvira Mortensen: Me, the Other
13) Jill Walker: A Network of Quests in World of Warcraft
14) Celia Pearce and Artemesia: Communities of Play: The Social Construction of Identity in Persistent Online Game Worlds
15) Adrianne Wortzel: Eliza Redux

Appendix I: Puppetland by John Tynes
Appendix II: Bestial Acts by Greg Costikyan
Appendix III: The Extraordinary Adventures of Baron Munchausen by James Wallis