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...

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Detalles Bibliográficos
Otros Autores: Berger, Ross, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press [2025]
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.