Book description
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:
Table of contents
- Cover
- Halftitle
- Title
- Copyright
- Contents
- Special Thanks
- 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
- Glossary
- Appendix A: Game Writing Groups and Other Useful Resources
- Appendix B: Survey Data
- Bibliography and References
- Index
Product information
- Title: Interactive Storytelling for Video Games
- Author(s):
- Release date: September 2012
- Publisher(s): Routledge
- ISBN: 9781136127335
You might also like
book
The Art of Game Design, 2nd Edition
Good game design happens when you view your game from as many perspectives as possible. Written …
book
Interactive Narratives and Transmedia Storytelling
Interactive Narratives and Transmedia Storytelling provides media students and industry professionals with strategies for creating innovative …
book
The Art of Game Design, 3rd Edition
Written by one of the world's top game designers, this book describes the deepest and most …
book
Theory of Fun for Game Design, 2nd Edition
Now in full color, the 10th anniversary edition of this classic book takes you deep into …