Chris Crawford on Interactive Storytelling

Couverture
New Riders, 12 déc. 2012 - 360 pages
As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.
 

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Table des matières

Introduction
The Basics
Interactivity
Mentalities
Verb vs Noun
The Agony of Math
Two Cultures No Hits No Runs
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À propos de l'auteur (2012)

Chris Crawford is a computer game designer and author of several game design books, including the previous edition of this book and Chris Crawford on Game Design. A pioneer of game design, Crawford founded The Journal of Computer Game Design and organized the Game Developers Conference (GDC), which draws over 10,000 attendees two times a year. Considered an expert in the area of interactive storytelling, Crawford developed Storytron, an engine for running interactive electronic storyworlds.

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