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Focal Press Book: Interactive Storytelling for

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User Manual for Focal Press Book: Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories

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Focal Press Book: Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories Contents of the user manual for the Focal Press Book: Interactive Storytelling for
  • Product category: Post Production Training Focal Press
  • Brand: Focal Press
  • Description and content of package
  • Technical information and basic settings
  • Frequently asked questions – FAQ
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Product description

Authored by Josiah Lebowitz and Chris Klug, the paperback book Interactive Storytelling for Video Games from Focal Press is a player-centered approach to creating memorable characters and stories. The book examines questions such as 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, and do they even know what they want or are their stated desires at odds with the unconscious preferences.
This book features 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. It also gives advice about generating compelling and original game concepts and narratives.

Content:

    Chapter 1: Game Stories, Interactivity, and What Players Want
  • The Importance of Stories
    Stories in Video Games
    Interactive Stories vs. Traditional Stories: The Great Debate
    Summary
    Things to Consider
    Chapter 2: A Brief History of Storytelling in Games
  • The Early Days
    The Beginnings of Game Stories
    Text Adventures and Interactive Fiction
    RPGs, Adventure Games, and the Growing Importance of Stories
    The Cinematic Evolution of Game Stories
    Game Stories Today
    The Limits of Storytelling in Games
    Summary
    Things to Consider
    Chapter 3: The Hero's Journey and the Structure of Game Stories
  • Types of Stories Best Suited for Games
    The "Best" Story Types
    Using Non-Ideal Stories
    The Hero's Journey
    What is the Hero's Journey?
    Structure of the Hero's Journey
    Stage 1: The Ordinary World
    Stage 2: The Call to Adventure
    Stage 3: Refusing the Call
    Stage 4: The Mentor
    Stage 5: The First Threshold
    Stage 6: The Journey
    Stage 7: The "Final Dungeon"
    Stage 8: The Great Ordeal
    Stage 9: The Prize
    Stage 10: The Road Home
    Stage 11: The Return
    Modifying the Structure
    Stage 1: The Ordinary World
    Stage 2: The Call to Adventures
    Stage 3: Refusing the Call
    Stage 4: The Mentor
    Stage 5: The First Threshold
    Stage 6: The Journey
    Stage 7: The "Final Dungeon"
    Stage 8: The Great Ordeal
    Stage 9: The Prize
    Stage 10: The Road Home
    Stage 11: The Return
    Common Themes and Clichés in Game Storytelling
    Common Clichés and Themes
    The Amnesiac Hero
    The Evil Vizier/Minister/Aide/Etc.
    No One Noticing the Evil Vizier/Minister/Aide/Etc.
    The Last of His Race
    I am Your Father
    A Party of Clichés
    Saving the World from Evil
    The Ancient Civilization
    Why Clichés are Used
    When to Use and When to Avoid Story Clichés
    Rule 1
    Rule 2
    Rule 3
    Rule 4
    Summary
    Things to Consider
    Chapter 4: The Story and the Characters
  • Story Flow and Progression
    The Importance of Proper Flow and Pacing
    Don't Neglect the Little Things
    Keeping the Player Engaged
    Character Development
    Common Character Archetypes
    The Young Hero
    The Reluctant Hero
    The Best Friend
    The Special Person
    The Mentor
    The Veteran
    The Gambler
    The Seductress
    The Hardened Criminal
    The Cold Calculating Villain
    Advantages of Using Archetypes
    Disadvantages of Using Archetypes
    Making Characters Believable
    Character Actions and Decisions
    Character Dialogue
    How Much to Tell and Not Tell Players
    The Importance of Backstory
    How to Tell the Backstory
    Earth and Beyond, the MMO
    Deciding What to Tell
    Sometimes a Mystery is Best
    Summary
    Things to Consider
    Chapter 5: Making Stories Emotional
  • Connecting with the Characters
    The Fine Line between Drama and Melodrama
    Making the Player Cry
    Summary
    Things to Consider
    Chapter 6: Defining Interactive and Player-Driven Storytelling
  • What Makes a Story Interactive?
    What Makes a Story Player-Driven?
    Interactive Storytelling as a Spectrum
    Fully Traditional Stories
    Interactive Traditional Stories
    Multiple-Ending Stories
    Branching Path Stories
    Open-Ended Stories
    Fully Player-Driven Stories
    How Stories are Classified
    Games without Stories
    Summary
    Things to Consider
    Chapter 7: Fully Traditional and Interactive Traditional Stories
  • Fully Traditional Stories
    Fully Traditional Stories, Video Games, and Why They Don't Mix
    Interactive Traditional Stories
    Creating Interactive Traditional Stories
    Player's Characters Speaking Dialogue
    The Strengths of Interactive Traditional Stories
    The Weaknesses of Interactive Traditional Stories
    Summary
    Things to Consider
    Chapter 8: Multiple-Ending Stories
  • Creating Multiple-Ending Stories
    What Types of Endings Should a Game Have?
    Choosing Where to End the Game
    How Many Endings Does a Game Need?
    Determining Which Ending the Player Sees
    Multiple-Ending Stories and Sequels
    The Strengths of Multiple-Ending Stories
    The Weaknesses of Multiple-Ending Stories
    Summary
    Things to Consider
    Chapter 9: Branching Path Stories
  • Creating Branching Path Stories
    Types of Branches
    Minor Branches
    Moderate Branches
    Major Branches
    Deciding Where to Place Branches
    How Many Branches Should a Story Have?
    Japanese Visual Novel Games
    The Strengths of Branching Path Stories
    The Weaknesses of Branching Path Stories
    Summary
    Things to Consider
    Chapter 10: Open-Ended Stories
  • Creating Open-Ended Stories
    The Main Plot
    The Branches
    The "Distractions"
    The Strengths of Open-Ended Stories
    The Weaknesses of Open-Ended Stories
    Summary
    Things to Consider
    Chapter 11: Fully Player-Driven Stories
  • Creating Fully Player-Driven Stories
    Creating a Setting
    Creating Rules of Interaction
    The Problem with Fully Player-Driven Stories in Video Games
    MMOs
    The Strengths of Fully Player-Driven Stories
    The Weaknesses of Fully Player-Driven Stories
    Summary
    Things to Consider
    Chapter 12: The Argument for the Supremacy of Player-Driven Storytelling
  • The Evolution of the Art Form
    Giving the Writer Greater Freedom
    Strengthening the Player - Character Bond
    Giving the Player What He Wants
    Summary
    Things to Consider
    Chapter 13: The Argument Against the Supremacy of Player-Driven Storytelling
  • The Fine Art of Storytelling
    Time, Money, and Player Interest
    The Added Time and Expense of Creating Player-Driven Stories
    Adding Interaction at the Expense of Other Elements
    Who Is Going to See It All?
    Keeping the Story Interesting
    Story Structure and the "Ideal" Chain of Events
    The Problem with How We Think
    Trying to Correct a Mistake
    Loss of Impact
    The Illusion of Control
    Giving the Player What He Wants
    Summary
    Things to Consider
    Chapter 14: What Players Really Want: The Most Important Issue
  • Do Players Know What They Really Want?
    The Survey
    How Important are Game Stories to Players?
    What Players Say They Want
    Story Preferences by the Numbers
    What Players Really Want
    The Best Game Stories
    Further Analysis
    Do Stories Sell Games?
    Buying Habits by the Numbers
    Further Analysis
    Summary
    Things to Consider
    Chapter 15: The Future of Storytelling in Games
  • Stories Then and Now
    The Key Arguments
    What Players Want
    Looking Towards the Future
    The Most Popular Types of Storytelling
    A Future for Everyone
    Things to Consider
Table of Contents




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Technical parameters

Focal Press 9780240817170 Specs

Subject Storytelling for Video Games
Author Josiah Lebowitz and Chris Klug
Edition 1st Edition
Hard/Soft Cover Paperback
Pages 332
Illustrations 100 B&W
ISBN Number 9780240817170
Publisher Focal Press
Date Published March 2011
Package Weight 1.285 lb
Box Dimensions (LxWxH) 9.1 x 7.4 x 0.8"

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