Interactive storytelling for video games a player-centered approach to creating memorable characters and stories
Provides information on creating video game concepts and stories, covering the components of structure, process, characters, player desire, and outcomes.
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Burlington, Mass. :
Focal Press
2011.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628155606719 |
Tabla de Contenidos:
- Cover; Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories; Copyright; Contents; Special Thanks; CHAPTER One Game Stories, Interactivity, and What Players Want; The Importance of Stories; Stories in Video Games; Interactive Stories vs. Traditional Stories: The Great Debate; Summary; Things to Consider; CHAPTER Two A Brief History of Storytelling in Games; 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 TodayThe Limits of Storytelling in Games; Summary; Things to Consider; CHAPTER Three The Hero's Journey and the Structure of Game Stories; Types of Stories Best Suited for Games; The "Best" Story Types; Using Nonideal Stories; The Hero's Journey; What Is the Hero's Journey?; Structure of the Hero's Journey; Modifying the Structure; Common Themes and Clichés in Game Storytelling; Common Clichés and Themes; Why Clichés Are Used; When to Use and When to Avoid Story Clichés; Summary; Things to Consider; CHAPTER Four The Story and the Characters; Story Flow and Progression
- The Importance of Proper Flow and PacingDon't Neglect the Little Things; Keeping the Player Engaged; General Pacing Do's and Don'ts; Character Development; Common Character Archetypes; Advantages of Using Archetypes; Disadvantages of Using Archetypes; Making Characters Believable; Character Actions and Decisions; How Much to Tell and Not Tell Players; The Importance of Backstory; How to Tell the Backstory; Deciding What to Tell; Sometimes a Mystery Is Best; Summary; Things to Consider; CHAPTER Five Making Stories Emotional; Connecting with the Characters
- The Fine Line Between Drama and MelodramaMaking the Player Cry; Summary; Things to Consider; CHAPTER Six Defining Interactive and Player-Driven Storytelling; What Makes a Story Interactive?; What Makes a Story Player-Driven?; Interactive Storytelling as a Spectrum; Fully Traditional Stories; Interactive Traditional Stories; Multiple-Ending Stories; Branching Path Stories; Open-Ended Stories; Fully Player-Driven Stories; How Stories Are Classified; Games Without Stories; Summary; Things to Consider; CHAPTER Seven Fully Traditional and Interactive Traditional Stories; Fully Traditional Stories
- Fully Traditional Stories, Video Games, and Why They Don't MixInteractive Traditional Stories; Creating Interactive Traditional Stories; The Strengths of Interactive Traditional Stories; The Weaknesses of Interactive Traditional Stories; Summary; Things to Consider; CHAPTER Eight Multiple-Ending Stories; Creating Multiple-Ending Stories; What Types of Endings Should a Game Have?; Choosing Where to End the Game; How Many Endings Does a Game Need?; Determining Which Ending the Player Sees; Multiple-Ending Stories and Sequels; The Strengths of Multiple-Ending Stories
- The Weaknesses of Multiple-Ending Stories