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Procedural Storytelling in Game Design [Kietas viršelis]

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  • Formatas: Hardback, 404 pages, aukštis x plotis: 234x156 mm, weight: 703 g, 16 Tables, black and white; 66 Halftones, black and white; 8 Illustrations, black and white
  • Išleidimo metai: 26-Mar-2019
  • Leidėjas: CRC Press
  • ISBN-10: 1138595314
  • ISBN-13: 9781138595316
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 404 pages, aukštis x plotis: 234x156 mm, weight: 703 g, 16 Tables, black and white; 66 Halftones, black and white; 8 Illustrations, black and white
  • Išleidimo metai: 26-Mar-2019
  • Leidėjas: CRC Press
  • ISBN-10: 1138595314
  • ISBN-13: 9781138595316
Kitos knygos pagal šią temą:

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
  • Foreword ix
    About the Editors xiii
    Contributors xv
    Section 1 Introduction
    Chapter 1 Getting Started with Generators
    3(14)
    Dr. Kate Compton
    Chapter 2 Keeping Procedural Generation Simple
    17(6)
    Darius Kazemi
    Chapter 3 Generated Right in the Feels
    23(14)
    Jill Murray
    Chapter 4 Adapting Content to Player Choices
    37(12)
    Jurie Horneman
    Chapter 5 Ethical Procedural Generation
    49(16)
    Dr. Michael Cook
    Section 2 Structure and Systems
    Chapter 6 Retrospective: Murder on the Zinderneuf (1983)
    65(10)
    Jimmy Maher
    Chapter 7 Designing for Narrative Momentum
    75(16)
    Jon Incold
    Chapter 8 Curated Narrative in Duskers
    91(12)
    Tim Keenan
    Benjamin Hill
    Chapter 9 Uncanny Text: Blending Static and Procedural Fiction
    103(10)
    Kevin Snow
    Chapter 10 Dramatic Play in The Sims
    113(14)
    Daniel Kline
    Chapter 11 Memorable Stories from Simple Rules in Curious Expedition
    127(8)
    Riad Djemili
    Chapter 12 Amplifying Themes and Emotions in Systems
    135(14)
    Daniel Cook
    Chapter 13 Emergent Narrative in Dwarf Fortress
    149(10)
    Tarn Adams
    Chapter 14 Heavily Authored Dynamic Storytelling in Church in the Darkness
    159(20)
    Richard Rouse III
    Section 3 Worlds and Context
    Chapter 15 Generating Histories
    179(14)
    Jason Grinblat
    Chapter 16 Procedural Descriptions in Voyageur
    193(16)
    Bruno Dias
    Chapter 17 Generating in the Real World
    209(18)
    Mx. Lazer-Walker
    Chapter 18 Dirty Procedural Narrative in We Happy Few
    227(14)
    Alex Epstein
    Chapter 19 Beyond Fun in Frostpunk
    241(16)
    Marta Fijak
    Jakub Stokalski
    Chapter 20 Procedural Storytelling in Dungeons & Dragons
    257(14)
    Steven Lumpkin
    Section 4 Characters
    Chapter 21 Maximizing the Impact of Generated Personalities
    271(12)
    Tanya X. Short
    Chapter 22 Procedural Characters in State of Decay 2
    283(12)
    Geoffrey Card
    Jørcen Tjernø
    Matthew Bozarth
    Chapter 23 Plot Generators
    295(8)
    Adam Saltsman
    Chapter 24 Generating Personalities in The Shrouded Isle
    303(14)
    Jongwoo Kim
    Chapter 25 Dialog
    317(22)
    Elan Ruskin
    Section 5 Resources
    Chapter 26 Tarot as Procedural Storytelling
    339(12)
    Cat Manning
    Chapter 27 Things You Can Do with Twitterbots
    351(10)
    George Buckenham
    Chapter 28 Creating Tools for Procedural Storytelling
    361(16)
    Emily Short
    Index 377
    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.