Meny
 

Procedural Storytelling in Game Design

Tanya X. Short (Redaktør) ; Tarn Adams (Redaktør)

This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. Les mer
Vår pris
1941,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Innbundet
Legg i
Innbundet
Legg i
Vår pris: 1941,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.


Key Features


Introduces the differences between static/traditional game design and procedural game design

Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways

World's finest guide for how to begin thinking about procedural design

Fakta

Innholdsfortegnelse

FOREWORD: CHRIS AVELLONE


SECTION 1 Introduction


CHAPTER 1 Getting Started with Generators


DR. KATE COMPTON


CHAPTER 2 Keeping Procedural Generation Simple


DARIUS KAZEMI


CHAPTER 3 Generated Right in the Feels


JILL MURRAY


CHAPTER 4 Adapting Content to Player Choices


JURIE HORNEMAN


CHAPTER 5 Ethical Procedural Generation


DR. MICHAEL COOK


SECTION 2 Structure and Systems


CHAPTER 6 Retrospective: Murder on the Zinderneuf


(1983)


JIMMY MAHER


CHAPTER 7 Designing for Narrative Momentum


JON INGOLD


CHAPTER 8 Curated Narrative in Duskers


TIM KEENAN AND BENJAMIN HILL


CHAPTER 9 Uncanny Text: Blending Static and


Procedural Fiction


KEVIN SNOW


CHAPTER 10 Dramatic Play in The Sims


DANIEL KLINE


CHAPTER 11 Memorable Stories from Simple Rules in


Curious Expedition


RIAD DJEMILI


CHAPTER 12 Amplifying Themes and Emotions


in Systems


DANIEL COOK


CHAPTER 13 Emergent Narrative in Dwarf Fortress


TARN ADAMS


CHAPTER 14 Heavily Authored Dynamic Storytelling


in Church in the Darkness


RICHARD ROUSE III


SECTION 3 Worlds and Context


CHAPTER 15 Generating Histories


JASON GRINBLAT


CHAPTER 16 Procedural Descriptions in Voyageur


BRUNO DIAS


CHAPTER 17 Generating in the Real World


MX. LAZER-WALKER


CHAPTER 18 Dirty Procedural Narrative in We


Happy Few


ALEX EPSTEIN


CHAPTER 19 Beyond Fun in Frostpunk


MARTA FIJAK AND JAKUB STOKALSKI


CHAPTER 20 Procedural Storytelling in Dungeons


& Dragons


STEVEN LUMPKIN


SECTION 4 Characters


CHAPTER 21 Maximizing the Impact of Generated


Personalities


TANYA X. SHORT


CHAPTER 22 Procedural Characters in State of


Decay 2


GEOFFREY CARD, JORGEN TJERNO, AND MATTHEW BOZARTH


CHAPTER 23 Plot Generators


ADAM SALTSMAN


CHAPTER 24 Generating Personalities in The


Shrouded Isle


JONGWOO KIM


CHAPTER 25 Dialog


ELAN RUSKIN


SECTION 5 Resources


CHAPTER 26 Tarot as Procedural Storytelling


CAT MANNING


CHAPTER 27 Things You Can Do with Twitterbots


GEORGE BUCKENHAM


CHAPTER 28 Creating Tools for Procedural Storytelling


EMILY SHORT

Om forfatteren

Tanya X. Short is the director of Kitfox Games, the 4-person studio behind Moon Hunters and Shattered Planet. Previously, she worked as a designer at Funcom Games on The Secret World and Age of Conan: Hyborian Adventures. In her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games.


Tarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and has been designing computer games as a hobby. He quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006.