Information Technology Reference
In-Depth Information
CHAPTER 11
Assumptions underlying
the Erasmatron storytelling system
Chris Crawford
Jacksonville, Oregon
Introduction
Erasmatron technology consists of three components: the storytelling engine,
the front end, and the editor. This technology is predicated on three funda-
mental assumptions; I intend to demonstrate that, if those assumptions are ac-
cepted, then the Erasmatron technology is an easily-understood consequence.
Assumption #1: “Interactive storytelling”
I set out to build a technology to implement interactive storytelling. I did not
build digital storytelling (the use of digital media to present conventional sto-
ries), nor did I set out to build computer games embellished with storytelling.
My goal was to realize the explicit meaning of interactive storytelling: some-
thing that is both “storytelling” and “interactive”. This pedestrian attitude pre-
cludes a great many of the abuses now presenting themselves as interactive
storytelling.
Interactivity comes first
How much emphasis should be assigned to each of these two components (in-
teractivity and storytelling)? We will all agree that the final result should give
equal emphasis to both, but the more pressing issue is how much effort and
energy we should devote to each of the two during development, and the pri-
ority we assign to tackling each of them. Clearly, we all understand storytelling
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