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El. knyga: Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels [Taylor & Francis e-book]

  • Formatas: 232 pages, 12 Line drawings, color; 3 Line drawings, black and white; 113 Halftones, color; 1 Halftones, black and white; 129 Illustrations, color
  • Išleidimo metai: 07-Dec-2022
  • Leidėjas: CRC Press
  • ISBN-13: 9781003199724
  • Taylor & Francis e-book
  • Kaina: 129,25 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standartinė kaina: 184,65 €
  • Sutaupote 30%
  • Formatas: 232 pages, 12 Line drawings, color; 3 Line drawings, black and white; 113 Halftones, color; 1 Halftones, black and white; 129 Illustrations, color
  • Išleidimo metai: 07-Dec-2022
  • Leidėjas: CRC Press
  • ISBN-13: 9781003199724
This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VNs prose, and planning a VNs overall narrative design and story delivery.

The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed.

Features:











Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games





Analyzes various VNs and choice-based games that use these successful techniques





Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs

Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose thats a pleasure to read.
Acknowledgments xv
Glossary xvii
Chapter 1 in Less Than 10 Years
1(2)
Notes
3(4)
Section I Visual Novels and the VN Audience
Chapter 2 Choice-Based Games and Visual Novels
7(8)
What Are Choice-Based Games?
7(1)
Choice-Based Genres
8(2)
The Rise Of Visual Novels
10(1)
A Brief History Of Visual Novels
11(1)
The 1980s
11(1)
The 1990s
11(1)
The 2000s
11(1)
The 2010s-
12(1)
The Versatility Of Visual Novels
12(1)
Notes
13(2)
Chapter 3 Visual Novel Genres and Platforms
15(10)
Kinetic
15(1)
Hybrid/Games With Vn Elements
16(1)
Romance Subgenres
16(1)
Otome
16(1)
Bishoujo
17(1)
Boys' Love/Yaoi
17(1)
Yuri
18(1)
Bara
19(1)
Stat Raising
19(1)
Dating Sims
20(1)
Mobile Vns
21(1)
Notes
22(3)
Chapter 4 The Visual Novel Audience
25(12)
Reading Is Good
25(1)
The Role Of Metagaming In The Player's Experience
26(1)
Getting All of the Endings
27(3)
Figuring Out Who the Lis Are
30(2)
Perceptions Of The Writing And Writer
32(1)
Nontraditional Ways Players Interact With Vns
33(1)
Engage Your Audience!
34(1)
Notes
34(3)
Section II Designing and Writing Visual Novels
Chapter 5 The Story Delivery of Visual Novels
37(8)
What Is Story Delivery?
37(2)
Ul
39(1)
Narration Text Box
39(1)
Dialogue Text Box
40(1)
Choice Text Boxes
41(1)
Character Sprites
41(1)
Background Art (Environmental Art)
42(1)
Cgs
42(1)
Sound Design And Soundtrack
43(1)
Simple Plain
43(1)
Note
43(2)
Chapter 6 The "Novel" Part of "Visual Novel"
Perfecting Prose
45(1)
Prose Fiction Conventions
45(1)
The Role Of Narration
46(1)
The Role Of Character-As-Narrator
47(1)
The Unreliable Narrator
48(1)
Scene Setting And Atmosphere
48(4)
Characterization
52(2)
Sensory Details, Subtext, And Engaging The Player's Imagination
54(1)
Characteristics Of "Okay" Writing
54(2)
Surface Vs. Subtext
56(1)
Invite Players To Use Their Imaginations
57(1)
Sensory Details In Interactive Stories
58(1)
Sensory Details Engage The Player's Imagination
59(1)
Beyond Sight: All Five Senses
60(1)
Beyond Adjectives And Nouns: Sensory Parts Of Speech
60(2)
The Importance Of Word Choice
62(1)
Keys To Effective Prose
63(1)
Exercises
64(1)
Notes
64(1)
Chapter 7 Designing Branching Narratives: Choices, Variables, And Relationships
65(24)
Branching Narrative Structures
66(1)
Branching Structures With Fewer Endings
66(4)
More Complex Branching
70(2)
Branch Lengths
72(2)
Designing And Plotting
74(1)
Keeping Track Of Variables And Branching
75(2)
Designing Multiple Endings
77(3)
"True `V' Good" And "Bad" Endings
80(1)
Secret Endings
81(1)
Hatoful boyfriends Hidden Lore
82(1)
LIs' And Other Characters' Endings
83(1)
Outlining The Story: Some Techniques
84(2)
Exercises
86(1)
Notes
86(3)
Chapter 8 Choice And Consequence Design: Actions And Reactions
89(14)
Choice Design
89(1)
Types Of Choices To Avoid Or To Use Sparingly
90(2)
Strong Choices
92(2)
Branching Narrative And Consequences
94(1)
What Is A Consequence?
95(1)
Why Consequences Are Important
95(1)
Consequences And The World
95(1)
Major Vs. Minor Consequences
96(1)
Npc Reactions To Consequences
97(1)
Plotting Consequences
97(1)
Seeding Consequences
98(1)
Consequences And Scope
99(1)
How Will The Player Experience Consequences?
99(1)
Exercise
100(1)
Notes
101(2)
Chapter 9 Character Development And Routes: Writing Mcs And Npcs
103(34)
Using Archetypes
103(1)
Mc Archetypes
104(1)
NPC Archetypes
105(1)
The Main Character And Types Of Mcs
106(1)
Choosing The Mc's Pov
106(2)
Multiple Mcs?
108(1)
What Is Each Mc's Relationship To The Player?
109(2)
Switching Mcs And Changing Perspectives
111(1)
How Do The Mcs' Stories Come Together?
111(1)
Character Interactions
112(1)
The Mc's Relationships With Npcs
112(1)
Npc Relationships With Each Other
113(3)
Character Development And Character Routes
116(1)
Mc Development
117(2)
Npcs And Character Development
119(1)
Character Routes
119(2)
Locking Into Character Routes
121(4)
Character Development Along Multiple Branches
125(3)
Love Interests (Lis)
128(2)
Li Routes
130(1)
"Hard To Get" And Difficult Lis
130(3)
Keeping Your Writing Unbiased
133(2)
Exercises
135(1)
Notes
136(1)
Chapter 10 Dialogue In Visual Novels And Choice-Based Games: Choose Your Words Carefully
137(22)
Dialogue Is Always Functional
138(1)
Dialogue Choices And Dialogue Trees
139(1)
Dialogue Choices And The Mc's Personality
139(2)
Mc Character Development And Characterization
141(2)
Npc Character Development
143(2)
Dialogue Trees
145(3)
Writing And Presenting Dialogue
148(1)
Voiced vs. Unvoiced
148(1)
Writing Visual Dialogue
149(2)
Dialogue and Portraits
151(2)
Dialogue and Color
153(1)
Dialogue and Emphasizing Information
153(1)
Dialogue and Text Boxes
154(3)
Exercise
157(1)
Notes
157(2)
Chapter 11 Writing for VN and Other Choice-Based Apps
159(18)
When You Write The Outline
160(1)
Working From An Existing Outline
161(1)
Fleshing Out An Existing Outline
162(1)
Designing Characters And Locations
163(1)
Designing Premium Content
163(1)
Types Of Premium Content
163(8)
Selecting Assets
171(1)
Delivering Drafts
172(1)
Color Coding
172(2)
Delivery Schedules
174(1)
Exercises
175(1)
Notes
176(1)
Chapter 12 Developing Your Own Visual Novels And Choice-Based Games: A Quick Guide
177(32)
Sources Of Inspiration And Communicating Your Vision
178(1)
Personal Experience
178(1)
Analogues
178(1)
Art Assets
179(1)
Characters
179(1)
Character Bios
179(1)
Sprite Size
180(2)
Camera Angles And Character Positions
182(2)
Emotional States
184(2)
Physical States
186(1)
Offscreen Portraits
186(1)
Locations And Background Art
187(1)
A Sense of Place
187(3)
Associating Characters and Scenarios with Locations
190(1)
Designing Locations
191(3)
CGs
194(2)
Music/Soundtrack
196(2)
Sound Effects
198(2)
UL Assets
200(3)
Game Logo
203(2)
Hiring team members
205(1)
Finding Talent
205(1)
Limited Assets Aren't A Limitation
206(1)
Exercise
207(1)
Notes
207(2)
Chapter 13 Resources, Planning, and Processes
209(16)
Visual Novel Engines
210(1)
Ren' Py
210(1)
TyranoBuilder
210(1)
Fungus (Unity Add-On)
211(1)
Scripting Languages And Story Engines
212(1)
Twine
212(1)
ink
213(1)
Yarn Spinner
214(1)
Planning
215(1)
Brainstorming and Outlining
215(3)
Designing When Players Unlock Content
218(1)
Processes
219(1)
Prototyping
219(1)
Sticky Notes and Paper Connected by String
220(1)
Slide Prototypes
220(2)
Designing Flowcharts and Wireframes
222(1)
Sketching
222(1)
Designing Screen Flow
222(1)
Some Final Words Of Encouragement
222(1)
Notes
223(2)
Index 225
Nashville native Toiya Kristen Finley is a writer, editor, game designer, and narrative designer/game writer. She holds a Ph.D. in literature and creative writing from Binghamton University. With nearly 70 published works, she has over 20 years of experience writing in a range of genres.

In 2011, she co-founded the Game Writing Tutorial at GDC Online with Tobias Heussner and served as an instructor in 2011 and 2012. In videogames, she has worked as a game designer, narrative designer, game writer, and editor (or some combination of the four) on several unreleased and in-production indie, social, and mobile games for children and general audiences. Some of these projects shall stay locked away in dungeons for eternity (hey, thats the game industry for ya). Some published games include Academagia: The Making of Mages (Black Chicken Studios), Fat Chicken (Relevant Games), Verdant Skies (Howling Moon Software), and Siren Song (Stardust Works). She co-authored The Game Narrative Toolbox (Focal Press, 2015) with Jennifer Brandes Hepler, Ann Lemay, and Tobias Heussner. Most recently, she edited and contributed to Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling (CRC Press, 2018). Her current work includes writing and editing for various interactive fiction projects and narrative design and game design for Digital Myths Studio.

Previous Publications: The Game Narrative Toolbox, Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling