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.

Detalles Bibliográficos
Otros Autores: Lebowitz, Josiah., author (author), Klug, Chris (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, Mass. : Focal Press 2011.
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