Interactive Storytelling for Video Games - Josiah Lebowitz, Chris Klug

Interactive Storytelling for Video Games

Proven Writing Techniques for Role Playing Games, Online Games, First Person Shooters, and more
Buch | Hardcover
332 Seiten
2017
Routledge (Verlag)
978-1-138-42746-4 (ISBN)
218,20 inkl. MwSt
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? This book examines these questions and more.
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:

Josiah Lebowitz

Chapter 1 Game Stories, Interactivity, and What Players Want; Chapter 2 A Brief History of Storytelling in Games; Chapter 3 The Hero’s Journey and the Structure of Game Stories; Chapter 4 The Story and the Characters; Chapter 5 Making Stories Emotional; Chapter 6 Defining Interactive and Player-Driven Storytelling; Chapter 7 Fully Traditional and Interactive Traditional Stories; Chapter 8 Multiple-Ending Stories; Chapter 9 Branching Path Stories; Chapter 10 Open-Ended Stories; Chapter 11 Fully Player-Driven Stories; Chapter 12 The Argument for the Supremacy of Player-Driven Storytelling; Chapter 13 The Argument Against the Supremacy of Player-Driven Storytelling; Chapter 14 What Players Really Want: The Most Important Issue; Chapter 15 The Future of Storytelling in Games;

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 775 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-138-42746-2 / 1138427462
ISBN-13 978-1-138-42746-4 / 9781138427464
Zustand Neuware
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