A Heuristic Approach for Narrative- Driven Games

Total Page:16

File Type:pdf, Size:1020Kb

A Heuristic Approach for Narrative- Driven Games nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9 2. Theoretical Background ............................................................................................10 2.1 Narrative in Video Games ..............................................................................12 2.2 Interactive Narrative ......................................................................................13 2.2.1 Linear and Nonlinear Narrative ..............................................................15 2.2.2 Character customization .........................................................................17 2.2.3 Interaction with the NPCs and Environment ........................................19 2.2.4 Gameplay ................................................................................................21 2.2.5 Achievements .........................................................................................23 2.3 Narrative Through Audio ..............................................................................24 2.3.1 Interactive Audio ....................................................................................25 2.4 Narrative Through Visuals ............................................................................26 2.4.1 Cutscenes ................................................................................................28 3. Problem .....................................................................................................................31 3.1. Method ...........................................................................................................35 3.1.1 Ethics .......................................................................................................38 3.1.2 Limitations ..............................................................................................38 3.2. Survey ............................................................................................................39 4 . Results and Analysis ................................................................................................42 4.1 Participants and Structure of the Survey .......................................................42 4.2 Analysis of the Answers .................................................................................43 4.2.1 Section 1: Demographic and Game Preferences ....................................43 4.2.2 Section 2: Story and Interactivity ..........................................................45 4.2.3 Section 3: Customization ........................................................................51 4.2.4 Section 4: Interaction with the NPCs and Environment .......................57 4.2.5 Section 5: Gameplay ...............................................................................64 4.2.6 Section 6: Achievements .........................................................................71 3 4.2.7 Section 7: Linear & Nonlinear Stories ....................................................76 4.2.8 Section 8: Music and Sound ..................................................................78 4.2.9 Section 9: Art and Visuals ......................................................................81 4.2.10 Section 10: Cutscenes ...........................................................................85 4.2.11 Section 11: Other opinions ....................................................................89 4.3 Summary ........................................................................................................91 5. Conclusion ..............................................................................................................100 5.1 Discussion & Future Work ............................................................................101 6. References ...............................................................................................................103 Appendices ..................................................................................................................109 4 1. Introduction Storytelling happens in many different ways within different media types, such as orally, visually, and written. The most popular media used in today's world for storytelling are books, movies, and TV series. Along with these, video games are starting to reach a higher number of audiences. According to Newzoo, a website for game analytics, there were 2.69 billion gamers worldwide by the end of 2020. By 2021, it is expected to be 2.81 billion (Wijman, 2020). The most significant difference between the traditional storytelling media and games is the interactivity element and interactive narrative; in video games, the audience interacts with the media differently and, in some cases, decides how the story will take place. Taking these into account, lately, video games are becoming a dominant storytelling medium as they are starting to influence the other mediums (Aarseth, 2102). Further on, interactive narrative is how the player affects and influences the provided story by either playing a character in the game's virtual world or directly interfering with the world (Riedl and Bulitko, 2012). In which the player's decisions can have a direct impact on the storyline and structure. It can also add more depth to a story and helps with experiencing the story to a different degree. It can be argued that video games can immerse the player into virtual space by combining all the narrative techniques books and movies use and even adds more to those by using interactive narrative. Furthermore, they can offer a better opportunity for storytelling and narrative as the players take part as the main character. To explain the comparison between traditional storytelling mediums and games clearly, it can be said that the audience has a 3rd person view on written literature; in stage arts such as cinema and theater, the audience has a 2nd person view on the subject and observes what is given to them, but in games being the character itself, the audience affects the subject directly (Lee, 2013). On the other hand, while games offer such unique experiences, they also require additional notions, in particular providing an immersive environment, challenges, and entertainment (Desurvire and Chen, 2004). The increasing number of gamers suggests that the game development industry has become very competitive and creates a challenging environment for game developers to step forward within the industry (Rajanen and Rajanen, 2018). In order to create successful games, game designers should have guidelines and methods that are approved by the players, as players decide on a game's success within the industry. Having such guidelines or game design patterns can help game designers with making design choices during a game's design or use them as inspiration (Holopainen, 2011). 1 Although it is argued that video games do not require a story but mere gameplay and mechanics, there are different opinions about this subject; in Interactive Storytelling for Video Games, the authors argue that: "Man's natural desire to make sense of his world is so strong that if game designers abdicate all authorial responsibility and try to create a game without a story, players will impose a story upon the game anyway, regardless of whether the designers had one in mind." (Lebowitz and Klug, 2011, p.9) On the other hand, the written or spoken narrative is not the only way to deliver the story to the players. Graphics and audios are also supportive elements in telling a story. These elements are essential in terms of setting the atmosphere and preparing the player for the upcoming adventures. The visual and auditory elements help shed light on the game's story and tell some parts without the written narrative. The narrative and story of a game gives sense to the gameplay and the graphics (Arsenault, Côté, and Larochelle, 2015). Gameplay, story, and art shapes and directs each other. The story's setting has a significant impact on the art used in a video game, such as the time the story takes place directly
Recommended publications
  • Timing Interactive Narratives
    Timing Interactive Narratives Thomas Cabioch Ronan Champagnat Anne-Gwenn Bosser Jean-Noel¨ Chiganne Martin Dieguez ENIB – Lab-STICC L3i ENIB – Lab-STICC Incarna ENIB – Lab-STICC Brest, France La Rochelle universite´ Brest, France Paris, France Brest, France [email protected] La Rochelle, France [email protected] [email protected] [email protected] [email protected] Abstract—Research in Computational Narratives has evi- put an emphasis on the underlying structures of narratives. denced the need to provide formal models of narratives inte- The conceptual distinction between the raw material of the grating action representation together with temporal and causal narrative (characters, objects, narrative actions, . ) and the constraints. Adopting an adequate formalization for narrative actions is critical to the development of generative or interactive order and manner in which it is conveyed to the audience systems capable of telling stories whilst ensuring narrative coher- has helped frame a number of approaches in Computational ence, or dynamic adaptation to user interaction. It may also allow Narratives. In this paper, we consider the former, the story (the to verify properties of narratives at design time. In this paper, latter being commonly designated as discourse in IS), follow- we discuss the issues of interactive story design, verification, and ing terminology borrowed from narratologists like Genette [7] piloting for a specific genre of industrial application, in the field of interactive entertainment: in the games we consider, teams of or Chatman [8]. Another important take away from narrative participants in a Virtual Reality application are guided in real theories for research in IS has been the centrality of narrative time through a narrative experience by a human storyteller.
    [Show full text]
  • Narrative Structure in Literature
    ELA Virtual Learning English II April 27, 2020 English II Lesson: April 27, 2020 Objective/Learning Target: ● I can analyze how an author’s choices in story structure impact the reader. BELL RINGER The night was calm, but a storm -- full of Timing is everything, especially when it rain and budding anger -- began to swell A in the distance. comes to writing and storytelling. But what if your timing is off? John felt excited. Afterall, it was his B sixteenth birthday. Take a look at the story details to the left. Place the lettered sections in order from Mrs. Peabody saw him snake through the lowest point of tension to the highest and yard from her kitchen window. And that’s answer the prompt below in a quick write: what she told police during the missing C ● Why does this order create the most amount person investigation. of tension? Explain. John was grounded, but snuck out the back door. The door’s creak seemed D louder than a siren. BELL RINGER ANSWER KEY (Answers will vary) John felt excited. Afterall, it was his Our story begins with a character, likely our protagonist, named sixteenth birthday. John. We learn it’s his 16th birthday, a milestone for many B teenagers but not a whole lot of tension so it may come first. John was grounded, but snuck out the Looks like John has gotten himself into trouble in the past and the back door. The door’s creak seemed tension rises a bit because he is breaking the rules. D louder than a siren.
    [Show full text]
  • AESTHETIC PERSPECTIVE in POETRY FILM: a STUDY of CHARLES BUKOWSKI’S “BLUEBIRD” POEM and ITS VISUAL FORM ADAPTATION by MICHAT STENZEL Abeer M
    Global Journal of Arts, Humanities and Social Sciences Vol.6, No.9, pp.54-70, September 2018 ___Published by European Centre for Research Training and Development UK (www.eajournals.org) AESTHETIC PERSPECTIVE IN POETRY FILM: A STUDY OF CHARLES BUKOWSKI’S “BLUEBIRD” POEM AND ITS VISUAL FORM ADAPTATION BY MICHAT STENZEL Abeer M. Refky M. Seddeek1, Amira Ehsan (PhD)2 1Associate Professor, Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt 2College of Language and Communication (CLC), Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt ABSTRACT: This paper is divided into two parts; the first aims at investigating how poetry film fuses spoken word poetry with visual images and sound to create meanings, connotations and associations stronger than those produced by each genre on its own. The paper studies the stream of consciousness flow of images and nonlinear narrative style as the main features of that genre in addition to the editing/montage aesthetics and the spatio-temporal continuity. It also highlights William Wees’ notion that in the cinema the union of words and images strengthens the film’s ties to realism and sheds light on the Russian film-director Andrei Tarkovsky who developed the filming strategy poetic logic and made poetry assert the potential of the cinematic image as a form of artistic expression. In the second part the paper explores Charles Bukowski’s poem “Bluebird” (1992) and Michat Stenzel’s short film “Bluebird” (2017) by analyzing the verbal and visual forms to prove whether the filmmaker has succeeded in transferring the poet’s message and feelings or not through various tools and techniques.
    [Show full text]
  • Alexis Wright's Carpentaria and the Swan Book
    Exchanges: The Interdisciplinary Research Journal Climate Fiction and the Crisis of Imagination: Alexis Wright’s Carpentaria and The Swan Book Chiara Xausa Department of Interpreting and Translation, University of Bologna, Italy Correspondence: [email protected] Peer review: This article has been subject to a Abstract double-blind peer review process This article analyses the representation of environmental crisis and climate crisis in Carpentaria (2006) and The Swan Book (2013) by Indigenous Australian writer Alexis Wright. Building upon the groundbreaking work of environmental humanities scholars such as Heise (2008), Clark (2015), Copyright notice: This Trexler (2015) and Ghosh (2016), who have emphasised the main article is issued under the challenges faced by authors of climate fiction, it considers the novels as an terms of the Creative Commons Attribution entry point to address the climate-related crisis of culture – while License, which permits acknowledging the problematic aspects of reading Indigenous texts as use and redistribution of antidotes to the 'great derangement’ – and the danger of a singular the work provided that the original author and Anthropocene narrative that silences the ‘unevenly universal’ (Nixon, 2011) source are credited. responsibilities and vulnerabilities to environmental harm. Exploring You must give themes such as environmental racism, ecological imperialism, and the slow appropriate credit violence of climate change, it suggests that Alexis Wright’s novels are of (author attribution), utmost importance for global conversations about the Anthropocene and provide a link to the license, and indicate if its literary representations, as they bring the unevenness of environmental changes were made. You and climate crisis to visibility.
    [Show full text]
  • Ubisoft Studios
    CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies.
    [Show full text]
  • Fables: the Wolf Among Us Vol. 1 Online
    uhGo8 (Read free) Fables: The Wolf Among Us Vol. 1 Online [uhGo8.ebook] Fables: The Wolf Among Us Vol. 1 Pdf Free Matthew Sturges, Dave Justus ePub | *DOC | audiobook | ebooks | Download PDF Download Now Free Download Here Download eBook #168069 in Books Matthew Sturges Dave Justus 2015-11-03 2015-11-03Original language:EnglishPDF # 1 10.20 x .40 x 6.70l, .0 #File Name: 1401256848256 pagesFables The Wolf Among Us Volume 1 | File size: 59.Mb Matthew Sturges, Dave Justus : Fables: The Wolf Among Us Vol. 1 before purchasing it in order to gage whether or not it would be worth my time, and all praised Fables: The Wolf Among Us Vol. 1: 1 of 1 people found the following review helpful. WowBy AndrewI'm a huge fan of fables got turned on it by yes playing the video game wolf among us. Although the comic fables has more of an atmosphere of most fairy tale charters and real feel of mystery and detective, the let's say cross series wolf among us is so much more suspenseful with even flashbacks and really captures the persona of the main charter bigby. Although the flashbacks were quite tedious and confusing at points it really puts you in a perspective and growing the charter of bigby for an indulgence of wanting to read more. For fables it's a good mystery read but you definitely have a pure emotion connection with characters in the "cross series".0 of 0 people found the following review helpful. Fun and FantasticBy K524A fantastic adaption of an amazing game.
    [Show full text]
  • Video Game Developer Pdf, Epub, Ebook
    VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • Private Division Announces Kerbal Space Program Enhanced Edition Coming to Playstation®5 and Xbox Series X|S This Fall
    Private Division Announces Kerbal Space Program Enhanced Edition Coming to PlayStation®5 and Xbox Series X|S this Fall June 24, 2021 Critically acclaimed rocket-building, space-flight sim will bring multiple enhancements for players on the latest consoles NEW YORK--(BUSINESS WIRE)--Jun. 24, 2021-- Private Division, Squad, and BlitWorks today announced that Kerbal Space Program Enhanced Edition is coming to PlayStation®5 and Xbox Series X|S this fall. Kerbal Space Program Enhanced Edition on these consoles will benefit from multiple hardware advancements and developments which allow for an upgraded resolution, improved framerate, advanced shaders, better textures, and additional performance improvements. Originally released for PlayStation®4 and Xbox One in January 2018, Kerbal Space Program Enhanced Edition on the latest consoles will also provide full support for a mouse and keyboard. In addition, existing owners of Kerbal Space Program Enhanced Edition on PlayStation 4 will receive a free upgrade to the PlayStation 5 version. Xbox One owners of Kerbal Space Program Enhanced Edition can upgrade to Xbox Series X|S version upon launch free of charge. Kerbal Space Program Enhanced Edition will be available digitally for purchase for $39.99. This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20210624005060/en/ “Today marks the celebration of the 10th anniversary of the original release of Kerbal Space Program, and over the last decade the team has continued to iterate and grow this incredible space sim into what it is today,” said Grant Gertz, Franchise Producer at Private Division. “Kerbal Space Program Enhanced Edition on the latest generation of consoles marks yet another great milestone for the game, introducing new players to the franchise, as well as providing existing console players with an upgraded experience for free.” In Kerbal Space Program, players take control of the development of the Kerbals’ space exploration program.
    [Show full text]
  • ICIDS18 Program Schedule and Session Info Note on Session Durations
    ICIDS18 Program Schedule and Session Info Note on Session Durations: ● Full paper presentations are 25 minutes in duration, including Q+A ● Short paper presentation are 20 minutes in duration, including Q+A ------------------------------------------------------------------------------------------------------------------------------ WEDNESDAY ------------------------------------------------------------------------------------------------------------------------------ 9:00 AM Registration and Coffee 9:30 AM - 10:45 AM Keynote 1 Research Into Interactive Digital Narrative: A Kaleidoscopic View Janet H. Murray (link to page with photo and bio info: http://homes.lmc.gatech.edu/~murray/) ​ ​ We are at a milestone moment in the development of the cultural form of Interactive Digital Narrative (IDN), and in the development of the study of IDN as a field of academic research and graduate education. We can date the beginning of the field to the late 1960s with the release of Joseph Weizenbaum’s Eliza in 1966, and ​ ​ ​ ​ recognize the late 1990s as another turning point when 30 years of diverse development began to coalesce into a recognizable new media practice. For the past 20 years we have seen accelerated growth in theory and practice, but the discourse has been split among contributory fields. With the convening of IDN as the focus of study in its own right, we can address key questions, such as its distinct history, taxonomy, and aesthetics. We can also recognize more clearly our unique challenges in studying a field that is evolving rapidly, and from multiple intersecting genetic strains. We can also articulate and investigate the potential of IDN as an expressive framework for engaging with the most pressing themes of human culture of the 21st ​ century, and as a cognitive scaffold for increasing our individual and collective understanding of complex systems.
    [Show full text]
  • Detroit: Become Human. Videogioco O Film Interattivo?
    Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console.
    [Show full text]
  • California State University, Northridge Karmu As
    CALIFORNIA STATE UNIVERSITY, NORTHRIDGE KARMU AS WOUNDED HEALER A thesis submitted in partial satisfaction of the requirements for the degree of Master of Arts in Education, Educational Psychology, Counseling and Guidance by Janet Z. Gile1.. June, 1981 The Thesis of Janet Z. Giler is approved: California State University, Northridge ii Copyright by Janet Z. Gi1er - 1981 This work is dedicated to the memory of my mother who died of cancer sixteen years ago, and represents everything I would have wanted to say to her except thank you for loving very special flowers. iii ACKNOWLEDGMENTS The list of people who have helped me define and execute this project are numerous. The ones who stand out most prominently are my committee, teachers, friends and family. I would like to thank the following, while acknowledging their contributions: Margaret Thompson, my chairperson, who took me seriously and debated with me about the nature of healing; John Cogswell, Luis Rubalcava, Joe McNair and Dorothy Doyle, who have taught me and allowed me to grow; John Hubacher, who shared his years of research in parapsychology; Sam White, who showed me how to observe without interpreting; Alan Ruskin, who spent years helping me clarify many of the concepts; Debbie Johnson, who helped keep me sane and grounded; Joann Culbert-Koehn, who helped me sort through my own experiences; and Michael Shoob, who showed me the difference between the written and spoken word. Lastly, I would lH:e to thank my family for providing an environment whieh taught me to question, and KF-trmu, who allowed me to see that reality was greater than I had percei vecl.
    [Show full text]