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.
Author: Josiah Lebowitz
Publisher: Taylor & Francis
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:
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts.
Author: Amy M. Green
Category: Games & Activities
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused “visual novel” genre is discussed as a form of interactive fiction.
With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team ...
Author: Evan Skolnick
Category: Games & Activities
UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
...Traces the evolution of interactive video games by examining 13 landmark titles that challenged convention and captured players' imaginations worldwide...the focus on those that tell stories...-cover.
Author: Dylan Holmes
Publisher: Dylan Holmes
An engaging and entertaining read for veteran gamers and curious newcomers alike,A MindForever Voyaging traces the evolution of interactive video games by examining 13 landmarktitles that challenged convention and captured players' imaginations worldwide. Alternativegaming blogger Dylan Holmes focuses on games that tell stories in innovative and fascinatingways and examines the opportunities—and challenges—presented when players are giventhe ability to direct how a story plays out. From the text-based adventure ofPlanetfall andthe interactive cinema of Heavy Rain to the one-act play ofFaçade and the simulated world ofShenmue, Holmes showcases the diversity of video game stories that have emerged in the last30 years. Along the way, he addresses such questions as: •How did the introduction of moral choices in video games change the playing field? •What film techniques have enhanced (or detracted from!) the gaming experience? •Can video games aspire to be art? [Hint: Yes!] •What are the benefits, pitfalls, and unintended consequences of players' "right tochoose"? •Will the robot Floyd make you cry? Critical analysis, historical perspective, and a gently opinionated personal touch makeA MindForever Voyaging an enlightening read that captures the best that video games have to offer.
This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
Author: Chris Solarski
Publisher: CRC Press
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians, etc.—working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.
This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Author: Souvik Mukherjee
Publisher: Palgrave Macmillan
Category: Social Science
The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.
Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business.
Author: Jonathan Hennessey
Publisher: Ten Speed Press
Category: Comics & Graphic Novels
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive.
Author: Nicholas B. Zeman
Publisher: CRC Press
The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically
Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games.
Author: Eddie Paterson
Publisher: CRC Press
Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming’s most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
This book describes narrative design’s role in game development, provide examples of its practical usage, delve into the day-to-day expectations, and assess its quality in 5 popular games.
Author: Ross Berger
Publisher: CRC Press
This book describes narrative design’s role in game development, provide examples of its practical usage, delve into the day-to-day expectations, and assess its quality in 5 popular games. Additionally, it will discuss the influence of transmedia storytelling in today’s games and how its impact continues to grow. Today’s IP transcends a single medium. Accordingly, creating its story across various media outlets is necessary to meet the high demands of millennial and GenZ consumers. Game narrative is often the centerpiece of these transmedia extensions.
This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry.
Author: Darshana Jayemanne
This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics.
Author: Csenge Virág Zalka
Category: Social Science
When people hear the term “role-playing games,” they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players—people who come together to role-play through writing. They create stories by taking turns, describing events through their characters’ eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.
Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.
Author: Sebastian Domsch
Publisher: Walter de Gruyter
Category: Literary Criticism
Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: "agency." The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.
Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way.
Author: Dustin Hansen
Publisher: Feiwel & Friends
Category: Young Adult Nonfiction
In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On! with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of the past thirty years.
The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story.
Author: Gretchen Papazian
Category: Games & Activities
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000–2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney’s Epic Mickey (2010 video game).
Yet if you are developing any sort of project based on human or human-like characters, I cover more than enough for most writers starting out.As you will discover in the text, the hardwired rules of storytelling are universal and this ...
Author: Ken Ramsley
Inducing Reality: The Holy Grail of Storytelling in Video Games was originally published on ttlg.com and other gaming websites. This revised edition (released October, 2017) includes 'new and improved' material, yet is essentially what I released last year. To produce the original 2016 Amazon edition, I collected the scattered diaspora of my internet publications, brought this up to date with my current thinking, and replaced several moldering storytelling examples with more recent references.The skill of a senior game designer includes a vast array, and just like learning Maya, C++, motion-capture, and sound editing - learning how to design a story is an acquired skill often lost in the crunch to ship on time.I do not say this as a criticism.By nature we are all storytelling consumers, yet this does not tell us much about how to write a story. A consumer of stories is much like someone who excels at navigating a busy city, whereas a writer of fiction is like civil engineer who knows how to design and construct subway systems, bridges, roads, and sidewalks. Even though people can recognize a great story when they see one, the rules for building a story are far from obvious, and few of us are skilled at designing a fictional story.Clearly, if you are building a crossword puzzle app for iOS, you won't need to know much about storytelling. Yet if you are developing any sort of project based on human or humanlike characters, I cover more than enough for most writers starting out.As you will discover in the text, the hardwired rules of storytelling are universal and this handbook offers an equally useful introduction to stories in movies, stage plays, novels, and, of course - video games.If the topic of storytelling in games (or anywhere else) is important to you, and if you are looking for a tightly-written soup-to-nuts handbook rather than a rambling tome, you have come to the right place!
"What's Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans everywhere are blurring of the positions of reader and author.
Author: Anastasia Salter
Publisher: University of Iowa Press
Category: Games & Activities
"What's Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans everywhere are blurring of the positions of reader and author. The magic of Youtube, the iPad, and adventure gaming draws upon a history of convergence in digital storytelling that has evolved alongside computing itself, as new tools and models for interactive narrative and the increased accessibility of those tools have allowed for a broad range of storytellers to build on these emerging models for literary interaction"--