- Häftad (Paperback)
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- A K Peters
- Klug, Chris (contributions)/Chen, Sande (contributions)/Dansky, Rich (contributions)/Danuser, Steve (contributions)/Davis, Graeme (contributions)/Despain, Wendy (contributions)/Dinehart, Stephen (contributions)/Erickson, Daniel (contributions)/Feil, John (contributions)/Klug, Chris (contributions)/C
- black & white illustrations, black & white line drawings, figures
- 228 x 184 x 19 mm
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- 521 g
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Writing for Video Game Genres
From FPS to RPG
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Fler böcker av Wendy Despain
Talking to Artists / Talking to Programmers
Artists and programmers often work together on complex projects in stressful environments and things don't always go smoothly. Miscommunication and misunderstandings are common as these two disciplines often use the same words to mean different th...
Professional Techniques for Video Game Writing
This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design...
Recensioner i media
" Writer's SIG has assembled an impressive group of experts who deliver spot-on advice for tackling gaming's many genres. I wish I had read this 20 years ago."" -Bob Bates, Bob Bates, Veteran game designer, writer, and past Chairman of the IGDA, February 2009 must-have for the bookshelf of any game writer, no matter what genre they're working in. It was equally fascinating and useful for me to read the chapters about genres I'm experienced in and the chapters about genres I've never worked in."" -Steve Meretzky, Steve Meretzky, VP of Game Design, You, February 2009 those of us swimming in the murky waters of games storytelling and narrative design, Writing for Video Game Genres: From FPS to RPG is not only a life raft, it's one with a treasure trove on top. Seldom do we erstwhile swimmers get this lucky. Read, learn, and build the rafts of the future."" -Rhianna Pratchett, Rhianna Pratchett, Writer and co-narrative designer on Heavenly Sword, Mirror's Edge, and Overlord, February 2009"
Bloggat om Writing for Video Game Genres
Preface Writing for Massively Multiplayer Online Games Steve Danuser and Tracy A. Seamster Introduction The Play's the Thing Story and Play in Harmony Unique Challenges of MMO Writing Telling Stories: More than Words Pitfalls: When the Story Doesn't Get Through Planning is the Key to Consistency Got All That? Now Go Forth and Write! Writing for Role-Playing Games Daniel Erickson The RPG Challenge: Writing without a Protagonist Understanding Interactive Storytelling Making Choices and Making them Matter Keeping Players in the Moment Reinforcing a Player's Personal Fiction Conclusion Writing for Adventure Games Lee Sheldon Plus ca change, plus c'est la meme chose Writer as Designer Player Character Non-Player Characters Death Dialogue Exposition Puzzles Story and Structure Conclusion Writing for Action-Adventure Games John Feil Introduction: "Hey, You Put Some Adventure in My Action!" Story and Action, Not the Best of Friends The Cracks Characters Locations Writing for Licensed Games Conclusion Writing for Platform Games Andrew S. Walsh Jump, Die, Repeat Learning to Run: Story and Game Objectives Holes in the Ground: The Pitfalls of Platformers Writing Techniques and Technology Character Creation for Platformers Linear Gameplay Equals Linear Narrative Safe Landings Writing for First-Person Shooters Lucien Soulban and Haris Orkin Introduction: FPS and the Nature of the Beast A Primer on First-Person Narrative The Caveats A Very Short History of the FPS Proven Methods for Telling FPS Stories: A Quick Primer Early Classics and How They Told Their Stories Modern Classics and How They Tell Their Stories Storytelling Linear versus Modular Storytelling A Guiding Hand: Staying Inside Your Head First-Person Characters: Identity Crisis Central Technical Considerations Writing for the Multiplayer FPS Political Controversy The Future of First-Person Shooters Writing for Real-Time Strategy Games Stephen Dinehart Genesis Evolution RTS Narrative Structure The Primary Storyline: Single-Player Campaigns System Responses: Non-linear Interactive Dialogue Putting It All Together Writing for Sports Games Maurice Suckling "He Shoots. . . He Scores!" Extra Time Sports Games and Sports Management Games A Whole New Ball Game 2K Case Study: Don King Presents Prizefighter Techniques "The Ref's Going to Blow Up!" Writing for Simulator Games David Wessman Planes, Trains, and Automobiles... Know Your Audience: Who Plays Simulator Games and Why? Structure Scope Story? What Story? Conclusion Writing for Driving Games Maurice Suckling "I'm a Game with Cars in It. What Kind of Game Am I?" "Delivery for You! Where'd You Want It?" The Sports Cars The Other Cars on the Road The Right Kinds of Cars for the Right Kinds of Roads Hybrid Cars Writing for Horror Games Richard Dansky Defining a Horror Game Limitations and Conventions Defining What Needs to Be Written Mood, Tone, and Atmosphere Character Plot and Payoff Exposition Dialogue In-Game Artifacts Conclusion Writing for Science-Fiction and Fantasy Games Chris Klug Fireball Spells and Ray Guns, What's the Difference? What Makes Sci-Fi and Fantasy Different The Pivotal Role of Star Wars in This History Writing for Sandbox Games Ahmad Saad Introduction Defining the Genre Examples of Sandbox Games Structuring a Narrative in a Sandbox Game Increasing the Complexity of Your Sandbox Story Conclusion Writing for Alternate Reality Games Wendy Despain What's an Alternate Reality Game? This Is Not a Game Evolving Narrative Over Time Writing Live-Working without a Net If the Writer Ain't Having Fun, Ain't Nobody Having Fun Conclusion Writing for Serious Games Sande Chen and Anne Toole Introduction Introduction to Serious Games Serious Ga