Interactive Storytelling for Video Games (häftad)
Format
Häftad (Paperback)
Språk
Engelska
Antal sidor
320
Utgivningsdatum
2011-04-05
Förlag
FOCAL PRESS
Medarbetare
Klug, Chris
Illustratör/Fotograf
Approx 100 illustrations
Illustrationer
Approx. 100 illustrations
Dimensioner
234 x 190 x 19 mm
Vikt
793 g
Antal komponenter
1
ISBN
9780240817170
Interactive Storytelling for Video Games (häftad)

Interactive Storytelling for Video Games

Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and More

Häftad Engelska, 2011-04-05
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What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:

* Explore popular styles and genres of games (RPGs, Online Games, First Person Shooters, and more) * Learn to create effective, original concepts and story lines with key components in mind: structure, process, characters, player desire, and outcome * Learn about what players want, what they expect, and how to create truly compelling player-driven experiences * Get access to an associated website with additional data on storytelling preferences in games, valuable PowerPoint lectures for professors for each chapter of the book, and links to movies, websites, game writer discussion boards, and more
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<p>"Lebowitz and Klug's tag-team approach to the subject makes this an engaging read, even for seasoned interactive storytellers. The combination of Lebowitz's theory and Klug's field experience present both new and experienced game writers with both the promises, and the challenges, of experimenting with game narratives. The use of diverse case studies, which cover everything from the classic Final Fantasy VII to the Japanese visual novel genre, provide readers with the opportunity to engage Lebowitz and Klug's ideas and inspire innovation in their own writing. The exercises and questions both guide readers through the key points, and encourage application and exploration, perfect for a classroom setting. -"Kathleen Dunley, Faculty Chair-English, Rio Salado College <p>"Interactive Storytelling in Games is a great primer for students, educators, and writers looking to move into this increasingly prominent profession. The authors explain branching dialogue clearly and carefully, cov

Bloggat om Interactive Storytelling for Video Games

Innehållsförteckning

Chapter 1: Game Stories, Interactivity, and What Players WantThe Importance of Stories

Stories in Video Games

Interactive Stories vs. Traditional Stories: The Great Debate

Summary

Things to Consider

Chapter 2: A Brief History of Storytelling in GamesThe Early Days

The Beginnings of Game Stories

Text Adventures and Interactive Fiction

RPGs, Adventure Games, and the Growing Importance of Stories

The Cinematic Evolution of Game Stories

Game Stories Today

The Limits of Storytelling in Games

Summary

Things to Consider

Chapter 3: The Hero's Journey and the Structure of Game StoriesTypes of Stories Best Suited for Games

The "Best" Story Types

Using Non-Ideal Stories

The Hero's Journey

What is the hero's journey?

Structure of the Hero's Journey

Stage 1: The Ordinary World

Stage 2: The Call to Adventure

Stage 3: Refusing the Call

Stage 4: The Mentor

Stage 5: The First Threshold

Stage 6: The Journey

Stage 7: The "Final Dungeon"

Stage 8: The Great Ordeal

Stage 9: The Prize

Stage 10: The Road Home

Stage 11: The Return

Modifying the Structure

Stage 1: The Ordinary World

Stage 2: The Call to Adventures

Stage 3: Refusing the Call

Stage 4: The Mentor

Stage 5: The First Threshold

Stage 6: The Journey

Stage 7: The "Final Dungeon"

Stage 8: The Great Ordeal

Stage 9: The Prize

Stage 10: The Road Home

Stage 11: The Return

Common Themes and Clichs in Game Storytelling

Common Clichs and Themes

The Amnesiac Hero

The Evil Vizier/Minister/Aide/Etc

No One Noticing the Evil Vizier/Minister/Aide/Etc

The Last of His Race

I am Your Father

A Party of Clichs

Saving the World from Evil

The Ancient Civilization

Why Clichs are Used

When to Use and When to Avoid Story Clichs

Rule 1

Rule 2

Rule 3

Rule 4

Summary

Things to Consider

Chapter 4: The Story and the CharactersStory Flow and Progression

The Importance of Proper Flow and Pacing

Don't Neglect the Little Things

Keeping the Player Engaged

Character Development

Common Character Archetypes

The Young Hero

The Reluctant Hero

The Best Friend

The Special Person

The Mentor

The Veteran

The Gambler

The Seductress

The Hardened Criminal

The Cold Calculating Villain

Advantages of Using Archetypes

Disadvantages of Using Archetypes

Making Characters Believable

Character Actions and Decisions

Character Dialogue

How Much to Tell and Not Tell Players

The Importance of Backstory

How to Tell the Backstory

Earth and Beyond, the MMO

Decidin...