Download or read book Chris Crawford on Interactive Storytelling written by Chris Crawford and published by New Riders. This book was released on 2012-12-12 with total page 614 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Writing Interactive Fiction with Twine written by Melissa Ford and published by Que Publishing. This book was released on 2016-04-25 with total page 836 pages. Available in PDF, EPUB and Kindle. Book excerpt: Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players
Download or read book Interactive Fiction written by Wolfgang Ruttkowski and published by GRIN Verlag. This book was released on 2007-10 with total page 70 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scientific Essay from the year 1997 in the subject German Studies - Genres, Kyoto Sangyo University (Japanese Society for Germanistics), course: Yearly Congress of the japanese german organization, Tokio, 11.5.1996, language: English, abstract: We see that in interactive literature, the danger lies less in interactivity as such, but rather in the simultaneity of heterogeneous input it allows. As "strata-poetics" has taught us our reading experience is always an intensely interactive one. We contribute more to it than we aware of. More precisely: the characteristic experience of literature (especially of poesy) is not possible without intense interactivity between author and reader. It is the simultaneity of various heterogeneous and often contradictory reader-contributions, not inspired by the work itself but by the willfulness of the "readers", which cast the "Internet Story" in doubt as a valid literary genre.
Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Download or read book Second Person written by Pat Harrigan and published by MIT Press. This book was released on 2010-01-22 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
Download or read book Twisty Little Passages written by Nick Montfort and published by MIT Press. This book was released on 2005-02-11 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Download or read book Interactive Storytelling for Video Games written by Josiah Lebowitz and published by Taylor & Francis. This book was released on 2012-09-10 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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:
Download or read book Creating Interactive Fiction with Inform 7 written by Aaron Reed and published by Course Technology. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Índice abreviado: Why interactive fiction? 1. Understanding interactive fiction 2. Introducing the inform application 3. Creating a story world 4. Describing the story world 5. Making things happen 6. Understanding the player 7. Logic and control 8. Time, scenes, and pacing 9. Creating characters 10. Challenging assumptions 11. Finishing 12. Further pursuits A.A thought experiment B. Interactive fictions cited. Glossary. Index.
Download or read book Writing an Interactive Story written by Pierre Lacombe and published by CRC Press. This book was released on 2019-12-06 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative’s choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage – BAFTA Award for Best Story – Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story – Life Is Strange Joe Penny, David Bowman – Telltale’s The Wolf Among Us, The Walking Dead Benjamin Diebling – Beyond Two Souls, Detroit: Become Human Erwan Le Breton – Ubisoft Thomas Veauclin– The Council Fibre Tigre – Out There
Download or read book A Companion to Digital Literary Studies written by Ray Siemens and published by John Wiley & Sons. This book was released on 2013-03-20 with total page 559 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Companion offers an extensive examination of how new technologies are changing the nature of literary studies, from scholarly editing and literary criticism, to interactive fiction and immersive environments. A complete overview exploring the application of computing in literary studies Includes the seminal writings from the field Focuses on methods and perspectives, new genres, formatting issues, and best practices for digital preservation Explores the new genres of hypertext literature, installations, gaming, and web blogs The Appendix serves as an annotated bibliography
Download or read book Breaking Orbit written by Jonathan Green and published by Dragon God, Inc.. This book was released on 2016-09-28 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Become a Bestseller by Breaking Orbit The Groundbreaking Followup to the Bestseller Serve No Master Do you want to write a book without the stress of wondering if anyone will read it? Do you want to grow your business and authority without wasting time? Have you already tried other methods and everything you tried just didn’t seem to work? Are you ready to add that bestseller logo to your social media profile? Do you want a guide that: -Takes you through the entire book launch process step-by-step from preparation to celebration? -Answers all your questions and breaks through all the myths and misconceptions out there? -Prepares you for every accident, mishap, and eventuality? -Teaches you how to launch a successful book without depending on an army of friends, followers or a massive mailing list? After years working as one of the most prolific ghostwriters and authors in the world, Jonathan is finally ready to reveal his secret method for launching books on Amazon. Get the exact secrets that his coaching clients pay thousands of dollars for. This system works for every single niche and category - from romance novels to children’s books, from parenting to cookbooks. Whether you have never written a book before or are about to launch your 100th novel, you are sure to find value in Breaking Orbit. Breaking Orbit: -Shows you how to design a cover that flies off the shelf -Guides you in gathering reviews, without begging your friends and family -Teaches you how to turn writing a novel into an easy and manageable task -Ensures you have an audience before you write the first word in your book -Helps you build an entire business behind your book -Shows you how to make a real living from your books -Teaches you how to make ten times more money from your backend than you do from Amazon -Removes the fear and trepidation that stops most authors from releasing that first book… Jonathan also covers everything you need to know to continue your success after your first book, from building a mailing list to maintaining momentum. This book will teach you everything you need to know to get ready for the great Kindle adventure. From choosing the right tools and strategies all the way through dealing with writer’s block. You do not need to waste hours reading conflicting advice on flashy websites. This book will provide you a simple path to starting your new career as a writer. Many people use this training to launch their first book in under thirty days. This book has every single tool, answer and piece of information you need to launch a bestseller without stress or anxiety. Jonathan saves you time and money by providing a system that works fast, and DOESN’T come with a massive shopping list. Now stop reading this description and take the first step to launching your first bestseller Scroll to the top and click the ‘BUY NOW’ button NOW.
Download or read book Play Matters written by Miguel Sicart and published by MIT Press. This book was released on 2014-08-15 with total page 171 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn’t derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play—instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play—from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
Download or read book Interactive Fiction written by M.L. Ronn and published by Author Level Up LLC. This book was released on 2015-05-15 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever read a Choose Your Own Adventure and wondered how the author did it? In this short book, author M.L. Ronn demystifies the writing process behind interactive novels. You’ll learn: * How to design, write, and edit an interactive novel * How to create deep characters readers will love * How to create decisions that matter * How to keep readers engaged so they won’t stop reading He pulls back the curtain on his own fiction, showing you never-before-revealed techniques that he used to create his groundbreaking interactive novels. If you’ve ever wanted to write a Choose Your Own Adventure-styled book of your own, this is the how-to book you’ve been waiting for. By the time you’re done, you’ll understand how to write engaging interactive fiction. V1.0
Download or read book Fundamentals of Game Design written by Ernest Adams and published by New Riders. This book was released on 2010-04-07 with total page 697 pages. Available in PDF, EPUB and Kindle. Book excerpt: To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Download or read book Write Publish Repeat written by Johnny B. Truant and published by Realm & Sands. This book was released on 2014-12-14 with total page 366 pages. Available in PDF, EPUB and Kindle. Book excerpt: Write. Publish. Repeat. The No-Luck-Required Guide to Publishing In 2013, Johnny B. Truant and Sean Platt published 1.5 million words and made their full-time livings as indie authors. In Write. Publish. Repeat., they tell you exactly how they did it: how they created over 15 independent franchises across 50+ published works, how they turned their art into a logical, sustainable business, and how any independent author can do the same to build a sustainable, profitable career with their writing. Write. Publish. Repeat. explains the current self-publishing landscape and covers the truths and myths about what it means to be an indie author now and in the foreseeable future. It explains how to create books your readers will love and will want to return to again and again. Write. Publish. Repeat. details expert methods for building story worlds, characters, and plots, understanding your market (right down to your ideal reader), using the best tools possible to capture your draft, and explains proven best practices for editing. The book also discusses covers, titles, formatting, pricing, and publishing to multiple platforms, plus a bit on getting your books into print (and why that might not be a good idea!). But most importantly, Write. Publish. Repeat. details the psychology-driven marketing plan that Sean and Johnny built to shape their stories into "products" that readers couldn't help but be drawn into -- thus almost automatically generating sales -- and explores ways that smart, business-minded writers can do the same to future-proof their careers. This book is not a formula with an easy path to follow. It is a guidebook that will help you build a successful indie publishing career, no matter what type of writer you are ... so long as you're the type who's willing to do the work. What Indie Authors and Thought Leaders Are Saying: "Two of the best in the biz... A gem for aspiring authors." -- Hugh Howey "I have a pretty popular blog on self-publishing, and I've written a couple of books on the topic myself - meaning I've read a lot on the topic and come across lots of different strategies and approaches to building a loyal audience. For my money, this is the best book on self-publishing out there." -- David Gaughran "It's tough to find more honest and straight-forward marketing advice than what you'll get from these indie authors." -- Jane Friedman, former publisher of Writer's Digest "The most important book on self-publishing I've ever read. " -- Karol Gajda "Consider it the most valuable guide book to publishing success." -- Jim Kukral, Author Marketing Club You'll Wish You Could Have Read it Years Ago!
Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2008-08-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.
Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.