Table of Contents:
- 1: Game Stories, Interactivity, and What Players Want -- 2: A Brief History of Storytelling in Games -- 3: The Hero's Journey and the Structure of Game Stories -- 4: The Story and the Characters -- 5: Making Stories Emotional -- 6: Defining Interactive and Player-Driven Storytelling -- 7: Fully Traditional and Interactive Traditional Stories -- 8: Multiple-Ending Stories -- 9: Branching Path Stories -- 10: Open-Ended Stories -- 11: Fully Player-Driven Stories -- 12: The Argument for the Supremacy of Player-Driven Storytelling -- 13: The Argument Against the Supremacy of Player-Driven Storytelling -- 14: What Players Really Want: The Most Important Issue -- 15: The Future of Storytelling in Games -- Appendix A: Game Writing Groups and Other Useful Resources -- Appendix B: Survey Data Bibliography and References
- 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: * Explore popular styles and genres of games (RPGs, Online Games, First Person Shooters, and more) * Learn to create effective, original concepts and story lines with key components in mind: structure, process, characters, player desire, and outcome * Learn about what players want, what they expect, and how to create truly compelling player-driven experiences * Get access to an associated website with additional data on storytelling preferences in games, valuable PowerPoint lectures for professors for each -- of the book, and links to movies, websites, game writer discussion boards, and more
- Includes bibliographical references and index.
Description based on: Print version record.
- 1 online resource (xi, 319 pages)
- GV1469.34.A97 L43 2011eb
- 9780240817187 (electronic bk.)
0240817184 (electronic bk.)
9780240817170 (electronic bk.)
0240817176 (electronic bk.)
Other Standard Numbers:
- [Unknown Type]: 9786613612595