Dramatic Storytelling and Narrative Design A Writer's Guide to Video Games and Transmedia
This book provides an industry professional's first-hand perspective on narrative design's practical usage, day-to-day roles and responsibilities, and keys to breaking in and succeeding. The book delves into the foundations of compelling storytelling through structural analysis and charact...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Boca Raton, FL :
CRC Press
[2025]
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Edición: | Second edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009869093006719 |
Tabla de Contenidos:
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Preface
- Acknowledgments
- Author Biography
- Introduction
- Glossary
- Terms
- Distinctions
- Notes
- Chapter 1 Orientation
- Coming Out of Obscurity
- Who This Book Is for
- The Student
- The Writer From Another Field
- The Entertainment Executive
- Game Designer
- Game Producer
- Technologist in Media
- Content Designer for Artificial Intelligence
- Warning for Career Changers
- What This Book Is Not
- Notes
- References
- Chapter 2 Definitions and Distinctions
- What Is Narrative Design?
- Writing for Games Vs. Traditional Media: What's the Difference?
- Prime Objective: Addiction
- Narrative Designer Vs. Game Writer: What's the Difference?
- Barks
- What's in a Name?
- Chapter 3 Roles and Responsibilities
- ID the IP
- Help Design the Golden Path
- Establish Structure
- Establish Characters and Worlds
- Identify Story Mechanisms and Devise Their Rulesets
- Plan and Manage the Content
- Reinforce the Theme
- Write, Revise, and Polish the Content
- Assist in the Localization of the Written and Spoken Content
- Direct Voice-Over Sessions and Filmed Content
- Voice-Over
- Filmed Content
- Other
- Notes
- References
- Chapter 4 Game Writing at the Ground Level
- Example Spreadsheet for Narrative Content
- Asset ID
- Category
- Character
- Line
- Character Count
- Notes
- Pipeline
- Chapter 5 Conflict
- The Engine of a Story
- Conflict in the Home World
- Conflict in the New World
- Conflict Vs. Evil Atmosphere
- Conflict and Tragic Mistake
- The Lurking Menace
- In Conclusion
- Notes
- References
- Chapter 6 Character and World
- The Protagonist
- Making A Protagonist Whom People Want To Play As
- Professional Goal Vs. Personal Goal
- Personal Priorities
- Avoiding Swappable Protagonists.
- Collision of Priorities
- Protagonist Survey
- The Antagonist
- Unity of Opposites
- A Note About Hannibal Lecter
- Archetypes and Stock Characters
- Dialogue
- World as Character
- Character and World Rulesets
- Notes
- References
- Chapter 7 Structure
- What Is Structure and Why Is It Important?
- Where Games Fail
- Main Structural Beats
- Act 1
- Act 2
- Act 3
- Dramatic Escalation Warnings
- Premature Character Introduction
- Long Missions With No Narrative Interspersed
- Arbitrary Bells and Whistles
- Different Lengths of the Acts
- Notes
- References
- Chapter 8 Other Storytelling Methods for Games
- Other Storytelling Methods
- Episodic Storytelling
- Open World Incentivizing
- Lore Discovery
- Kishotenketsu
- Pixar Storytelling Method
- Frictionless Narrative
- Notes
- References
- Chapter 9 Meaningful Choice, Branching Narrative, and Downstream Effects
- Breaking It All Down
- Note
- Chapter 10 Analysis of Narrative in Contemporary Games
- What Are the Criteria of Well-Told Narrative in Games?
- Am I Emotionally Invested?
- Why Do Games Struggle at Telling Emotional Stories?
- Game Narrative Breakdown Examples
- NBA 2K16
- Premise
- In a Nutshell
- Main Characters
- Key Story Beats
- Act 1
- Act 2
- Act 3
- Positives of the Narrative
- Negatives of the Narrative
- In Conclusion
- THE LAST OF US (2013)
- Premise
- In a Nutshell
- Main Characters
- Key Story Beats
- Act 1
- Act 2
- Act 3
- Positives of the Narrative
- Negatives of the Narrative
- In Conclusion
- Addendum: The Last of Us HBO Series (2023)
- Visual Limitations of the Game Medium
- Ingredients for a Successful Adaptation
- Notes
- References
- Chapter 11 Breaking In
- Entry Points
- Attitude
- Familiarity
- Larger Perspective Than Games
- If You Come From Another Medium, What Should You Expect?
- Notes.
- Reference
- Chapter 12 Rules and Tools for Success
- Flexibility
- Brainstorming Sessions
- Robust Documentation
- Story Bible
- Crucial Component to Story Bible: Visual Structure
- Other Components to a Story Bible
- Tone Document
- One-Pager
- Elevator Pitch
- Character Bios and Sample Dialogue
- Genre and Platform
- Backstory of the World
- The Software Tools
- For the Basics
- For Productivity and Visibility
- For Brainstorming and Presenting
- Notes
- Reference
- Chapter 13 The Future of Interactive Storytelling
- The Future Player
- Player as a Disruptive Force
- Seeing Through the Smoke and Mirrors of Silicon Valley
- Players Have More Power Than Ever Before
- The Future of Story
- Story Redefined By TikTok?
- Lore Discovery
- Other Disruptive Forces to Game Narrative
- Interactive Television as Games?
- The Rise of ESports
- Artificial Intelligence
- Narrative Game Development
- Taking a Stand
- Future Job Requirements of a Narrative Designer
- Adopting Technical Skills
- Creating a Narrative Tool-Set
- In Sum
- Notes
- References
- Chapter 14 Transmedia
- The Changing Media Landscape
- Transmedia at Its Most Basic Level
- Relationship With New Technology
- When Bigger Budgets Prevail
- Why Are Video Games a Natural Fit for Transmedia?
- Competitive Edge
- Early Adopters
- Greatest Transmedia Campaign Ever?
- The Basics
- The Purpose
- Two Kinds of Transmedia Experiences
- A Pure, Singular Story Experience Aka Unified Story Experience
- Fractured Story Experience
- Sacrificial Lambs
- Media Release Strategies
- Final Thoughts On Transmedia
- Notes
- References
- Chapter 15 College and University Programs
- List of Universities for Game Development
- Notes
- Index.