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Topic: Chris Crawford


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In the News (Mon 16 Nov 09)

  
  O'Reilly -- Safari Books Online - 0321278909 - Chris Crawford on Interactive Storytelling
Crawford's take on Interactive Storytelling, that is the maturation of a medium which will become the dominant form on art and entertainment in the 21st century, provides a foundation upon which future efforts will either be based off of or at least reference in intellectual homage.
Chris was a teacher early in his career and lessons learned from those early days drive much of his writing and speaking style.
Chris' point was that sales of romance novels (especially of the "bodice rippers" genre) and soap opera show that women were the primary customers and that they were immensely popular and that games that appeals to the same needs would be more successful with women than "Doom" clones.
safari.oreilly.com /0321278909   (1772 words)

  
 Chris Crawford (game designer) - Wikipedia, the free encyclopedia
Chris Crawford is a noted computer game designer and writer, responsible for a number of important games in the 1980s, for founding The Journal of Computer Game Design and for organizing the Computer Game Developers' Conference.
De Re Atari by Chris Crawford, et al.
A Conversation with Chris Crawford in The Escapist webmagazine
en.wikipedia.org /wiki/Chris_Crawford_(game_designer)   (392 words)

  
 Tea Leaves: Chris Crawford's Games Sucked
Crawford's ouevre is average at best and mediocre at worst, and anyone familiar with the game developers writing and publishing games in the 1980s knows this to be true.
Chris Crawford points a finger at the industry and cries foul without actually pointing to something that could be done differently.
Chris Crawford is quite the lackluster game academic (perhaps he should have stayed a physics academic?) and it's nice to know that others aren't convinced by his egocentric rhetoric either.
www.tleaves.com /weblog/archives/000628.html   (3855 words)

  
 Amazon.ca: Chris Crawford on Game Design: Books: Chris Crawford   (Site not responding. Last check: 2007-11-03)
Chris Crawford has a reputation in the game industry for being a bit of a nut.
Crawford's attacks on the game industry are for the most part accurate, although not always completely fair.
Crawford details a series of rules that designers should follow, and a list of books that they should read so as to better inform programmers as to what a greater section of the public would want.
www.amazon.ca /Chris-Crawford-Game-Design/dp/0131460994   (2067 words)

  
 Chris Crawford Interview - Shacknews
The Escapist has a lengthy interview with Chris Crawford conducted by Max Steele.
Crawford, generally seen as one of the all-time greats of game design, is responsible for games such as Balance of Power and Eastern Front, as well as the book The Art of Computer Game Design, and the annual Game Developers Conference.
Despite a lack of new games bearing his name in recent years, Crawford's body of work is still widely cited and praised in serious conversations regarding game design and the history of games.
www.shacknews.com /onearticle.x/38848   (472 words)

  
 Chris Crawford
His high school coach also said that Chris was a very good person, had a good attitude, and always worked hard.
Chris was the 51st pick in the second round in the 1997 N.B.A. draft.
Chris Crawford set the example of never giving up and always trying your hardest.
server.remc12.k12.mi.us /ourtown/comstock/history/hist4.htm   (324 words)

  
 Gamasutra - Feature - "Video Games are Dead: A Chat with Storytronics Guru Chris Crawford"
Chris Crawford earned his gaming stripes by working for Atari as a game designer in 1979.
In 1992 Crawford left the arena of commercial game design and focused his time and energy on the concept of interactive storytelling.
Chris Crawford: What I meant by that was that the creative life has gone out of the industry.
gamasutra.com /features/20060612/murdey_01.shtml   (3414 words)

  
 Gamasutra - Features - "Power Balancing: An Interview With Chris Crawford"
Chris Crawford has assumed an enigmatic, near-legendary profile in the game industry.
Crawford recently wrote a thought-provoking book, The Art Of Interactive Design (No Starch Press, 2002), and also plans a return to game development with a new version of Balance Of Power.
Trust And Betrayal [a late-'80s Crawford game, where you rose to power on an an alien planet by manipulating the trust of influential people] is another title of yours that seems to have been undervalued and somewhat buried over the years.
www.gamasutra.com /features/20030605/carless_01.shtml   (1082 words)

  
 The Forge · Chris Crawford: Jackass or just senile?
I also think that Chris is engaging in nostalgia when he claims that there was some mythical period in the history of games when most games were innovative.
Chris Crawford, you are a bitter guy, and you know what: Storytron has already happened.
Chris is a decent author and I really liked Eastern Front 1941 back in the day (it was a Russian Front hex wargame that played on the Atari 400).
forge.ironrealms.com /2006/06/14/chris-crawford-jackass-or-just-senile   (2225 words)

  
 Compare Prices and Read Reviews on Chris Crawford - Chris Crawford on Game Design at Epinions.com   (Site not responding. Last check: 2007-11-03)
Chris Crawford is probably the most famous, or infamous, carmudgeon in game design.
So I half-expected Chris Crawford on Game Design to consist of grumblings about the dreadful state of the modern video game industry.
The chapters detailing the intricacies of Crawford's games contribute heavily to the 476 page length of this book - but the reader with a short attention span (a typical problem with the average gamer and game designer, by the way) can digest the nearly one hundred lessons interspersed on side panels.
www.epinions.com /content_112512437892   (416 words)

  
 Raganwald: Chris Crawford on Game Development
I re-read his book over the weekend, and was struck by Chris' insights into software design.
But Chris' games perform the difficult feat of modelling "soft" subjects like geopolitics, trust, or economics.
His perspectives struck me even more relevant today than they were in 1986 when he wrote the book (not to mention 1984 when he began work on the game).
weblog.raganwald.com /2004/07/chris-crawford-on-game-development.html   (856 words)

  
 On Chris Crawford and Interactive Storytelling   (Site not responding. Last check: 2007-11-03)
Chris Crawford doesn't see his advice as something that could enliven the craft of interactive fiction; on the contrary, he considers interactive fiction a dead end as far as storytelling is concerned:
While Crawford doesn't exactly offer a simple solution for this problem, he does draw attention to its nature, and remind authors to present only the dilemmas that are interesting in the context of the tale.
On the other hand, Crawford also concludes that he must rule out certain kinds of option from interactive storytelling — and this I found interesting, because in fact I believe these are the places where IF shows its strength.
emshort.home.mindspring.com /CCReview.html   (1808 words)

  
 Chris Crawford
hese days, Chris Crawford is less known for the games he has authored than for his presence in the industry as the pointed voice of reason.
He is a reminder, to those who will listen, that maybe, just maybe, there is room for thoughtful and experimental game design in a world where million dollar budgets and months of technological hype, more often than not, result in peculiarly non-interactive titles that receive glowing reviews and live in the realm of "Hmmm...
Chris is the founder of the Journal of Computer Game Design, the Computer Game Developers' Conference, and is the author of several books, including The Art of Computer Game Design.
www.dadgum.com /halcyon/BOOK/CRAWFORD.HTM   (1634 words)

  
 Crawford's Erasmatron story-engine
Abstract: Chris Crawford has spent fifteen years trying to identify the fundamental psychological dimensions needed for interactive fiction, and with his new (1998) story engine-- the Erasmatron-- he's spelled out his discoveries in extensive Web-based documentation.
Crawford's primary solution is called the "historybook", which records all events in chronological order, one per 'page' (including some that happened only in the fallacious reality of lies).
Another surprising trick is what Crawford calls "poison"-- since not all program crashes are caused by syntax errors (eg dividing by zero), instead of crashing the program when one of these occurs, the story engine just makes an internal note of the 'poison' type and carries on the best it can.
www.robotwisdom.com /ai/crawford.html   (2032 words)

  
 Video Games are Dead: an interview with Chris Crawford - Quarter To Three Forums
Chris has a point, which is mainly that games have been refined to the point where he doesn't like them anymore.
I read Mr Crawford's 'Dragon' speech, and I thought the allusion to he being Don Quixote was deliciously ironic.
Seems like Crawford's high horse is all about artificial personalities in games, and taking games to the next level of interactive narrative.
www.quartertothree.com /game-talk/showthread.php?t=27007   (2843 words)

  
 Chris Crawford Interview - Indiegamer Developer Discussion Boards
Chris has been pessimistic for quite a while now, and in my opinion he has blinders-of-the past on.
I guess what I am saying is that I think Chris is so negative on the industry because it's not what it used to be for him, and he hasn't fully come to terms with that hard truth.
DangerCode, it means that there has been 4 usable version of this technology, but none of them had demonstrations for the public, but this last generation is going to, you can download the pre-alpha of the authoring tool and storytron is going to be released on september or october as says in the interview.
forums.indiegamer.com /showthread.php?t=7458   (2367 words)

  
 [No title]   (Site not responding. Last check: 2007-11-03)
Chris Crawford has a lot of ugly things to say about the state of video games right now.
Crawford seems to be talking about his product, realize he's describing a stock adventure or MMO title, and then try to find another way to say it and failing.
Y'know, I was a big fan of Chris Crawford in my youth (De Re Atari and 1941, represent!), but I have to admit he's sounding like the gaming geek equivalent of the Cranky Old Man here.
arstechnica.com /journals/thumbs.ars/2006/6/14/4320   (2635 words)

  
 Amazon.com: Chris Crawford on Interactive Storytelling: Books: Chris Crawford   (Site not responding. Last check: 2007-11-03)
Crawford also presents several of the chief concepts that have guided his research.
This work is a mirror image of Crawford's project - a state-of-the-art work-in-progress filled with inspiration and insight and based on a great deal of expertise attained through trial-and-error.
Throughtout the book, he stresses how important it is for the "artsie" thinkers (the writers and artists) to work together with the "techie" thinkers (the programmers) and I think this is a valuable lesson that many current game producers have yet to learn.
www.amazon.com /Chris-Crawford-Interactive-Storytelling/dp/0321278909   (2603 words)

  
 Chris Crawford
This game was uncredited, as Crawford was a staff programmer at Atari at the time.
Chris has had pile of great ideas and made a lot of cool stuff.
I don't know Chris personally (though I did talk to him on the phone a month ago, since I'm remaking Trust and Betrayal), but I know that he thinks the idea that a game has to be fun is bull.
c2.com /cgi/wiki?ChrisCrawford   (1153 words)

  
 Amazon.com: Chris Crawford on Game Design: Books: Chris Crawford   (Site not responding. Last check: 2007-11-03)
It's written by one of the greatest game designers of all time, who is also the number one computer game theorist in the world, yet it neither teaches the craft of game design nor does it contain any great theoretical breakthroughs.
Among other things, Crawford exorcises many of the buzzwords that haunt the dialogue of game design, presenting principles that are so much cleaner and more accurate than we've come to expect from game design books.
He contends that "fun" is not a sufficient design goal for a game, indeed, that it's hardly a design goal at all, and presents what served as his goals on his many game projects.
www.amazon.com /Chris-Crawford-Game-Design/dp/0131460994   (2296 words)

  
 WRT interview with Chris Crawford at WRT: Writer Response Theory
Chris Crawford has been pursuing the design of new worlds using new media for two decades.
This book, and Crawford’s just released software, is poised at the cusp of a commercially viable and creatively unique form of entertainment.
Christy Dena (me) interviews Chris Crawford to find out just what is different about interactive storytelling and his software.
wrt.ucr.edu /wordpress/2006/04/24/wrt-interview-with-chris-crawford   (566 words)

  
 Grand Text Auto » Fever-addled impressions of GDC
Chris, with all due respect, but if the task really is about moving a mountain by using a pinhammer, then count me out of it.
To echo Chris’ comment, I confirm that “after a mere five years”, you get a lot of occasions to be discouraged by the results.
Refering back to Chris Crawfords definition, it’s the “byte-moving” part, which has the writer writing text to be stored in the nodes of the concrete network.
grandtextauto.gatech.edu /2005/03/23/fever-addled-impressions-of-gdc   (10821 words)

  
 Dr. Dobb's | Interactive Storytelling | September 6, 2006   (Site not responding. Last check: 2007-11-03)
Chris Crawford thinks so—and he's bet his Oregon farm on it.
Chris Crawford wrote his first computer game in 1976 on an IBM 1120.
It all started coming together a couple of years ago, and Chris now has a company (Storytron), a business model and a business plan, a creative team, and three key pieces of software in varying stages of development.
www.ddj.com /dept/ai/192503697   (465 words)

  
 "Chris Crawford On Game Design" - AtariAge Forums
Has anyone read "Chris Crawford On Game Design", by Chris Crawford of course.
Although it included alot of the information on his website http://www.erasmatazz.com/index.html, it was nice to read it all in one place.
Chris Crawford is the designer and developer of Wizards for the Atari 2600 and several programs for the Atari 8-bits including Eastern Front, Scram and Energy Czar.
www.atariage.com /forums/index.php?showtopic=41503   (388 words)

  
 The Escapist - A Conversation with Chris Crawford
The Escapist - A Conversation with Chris Crawford
Who is Chris Crawford, and why does he toil alone?
I didn't know where to start, so I started at the beginning and asked Crawford about his life before games.
www.escapistmagazine.com /issue/12/4   (216 words)

  
 The Ludologist » Blog Archive » Video Games are Dead: Chris Crawford
I must admit that I admire the conviction of Chris Crawford’s statements, but there is a worrying edge to them, as in:
I think if Crawford had tried making a drama game, like a refinement of Siboot, instead of a grand sweeping solution of an engine, he’d have had something a long time ago and it would have catalyzed more progress.
It does seem that Chris Crawford thinks that “innovation” means “more like movies”, rather than “more like music” or “more like painting”, so that may explain part of his attitude.
www.jesperjuul.net /ludologist/?p=265   (1195 words)

  
 Chris Crawford on Interactive Storytelling   (Site not responding. Last check: 2007-11-03)
Dr. Dobb's magazine interviews Chris Crawford on Interactive Storytelling, based on Chris's new startup Storytron (via Slashdot).
Chris Crawford thinks so-and he's bet his Oregon farm on it.
It all started coming together a couple of years ago, and Chris now has a company (Storytron), a business model and a business plan, a creative team, and three...
tailrank.com /680219/Chris-Crawford-on-Interactive-Storytelling   (211 words)

  
 Chris Crawford trounces 'Once Upon Atari' - AtariAge Forums
Chris Crawford, Atari programmer PAR EXCELLENCE, teaches this and other noteworthy lessons...
Chris is welcome to do his version of Once Upon Atari...
Particularly since Crawford complainins that "bad management" as the cause of Atari's woes is an oversimplification after he's just spent his essay outlining how that same "bad management" led to both the Pac-Man and ET debacles.
www.atariage.com /forums/index.php?showtopic=16192   (1916 words)

  
 Intelligent Artifice: Chris Crawford and interactive storytelling
First because… it’s… Chris - who has always been a huge source of inspiration (he is heavily quoted, for example, in the first chapter of my thesis).
It pains me to see the struggles Chris has to face and I hope he knows that he remains an inspiration for a few dedicated dreamers.
I believe that one of the problems with "interactive storytelling" is that it does not refer to any specific present or future genre, and that hence neither does it refer to any specific set of problems to be solved.
www.intelligent-artifice.com /2005/03/chris_crawford_.html   (15560 words)

  
 Chris Crawford on Game Design review
Chris Crawford has done an excellent job outlining the issues that game designers face.
I read your book Chris Crawford on Game Design by New Riders press, and I must say that I disagree with a lot of the things you wrote.
Anti Piracy: And I thought Chris Crawford was an idiot, who couldn't code a solid program.
home.earthlink.net /~ramstrong/review/chris1.html   (7617 words)

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