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Section I: Story Fundamentals |
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Chapter 1 What Is a Story? Fundamental Components of the Story |
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3 | (26) |
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1.1 Becoming The Storyteller |
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5 | (1) |
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1.2 What Is A Story? Fundamental Components |
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6 | (1) |
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7 | (16) |
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7 | (7) |
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1.3.1.1 Has Emotions and Feelings |
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9 | (1) |
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1.3.1.2 Has a Method of Communication |
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10 | (1) |
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1.3.1.3 Limbs/Method of Locomotion |
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10 | (1) |
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1.3.1.4 Clothes, Accessories, Hair, Facial Features |
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10 | (3) |
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1.3.1.5 The Voodoo Principle |
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13 | (1) |
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14 | (1) |
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15 | (5) |
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1.3.3.1 First-Person and Third-Person Singular Perspectives |
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16 | (1) |
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1.3.3.2 Multiple Perspectives |
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17 | (1) |
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1.3.3.3 Revolving Multiple Perspective |
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17 | (1) |
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1.3.3.4 Convergent Multiple Perspective |
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17 | (1) |
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1.3.3.5 Divergent Multiple Perspective |
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17 | (2) |
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1.3.3.6 Parallel Multiple Perspective |
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19 | (1) |
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1.3.3.7 Relay Multiple Perspective |
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19 | (1) |
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20 | (3) |
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1.4 Secondary Components Of A Story |
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23 | (2) |
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23 | (1) |
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24 | (1) |
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25 | (3) |
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25 | (3) |
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28 | (1) |
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Chapter 2 Who's Telling the Story? Teller/Audience Relationship and the Told |
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29 | (6) |
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30 | (1) |
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31 | (2) |
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33 | (2) |
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Chapter 3 How Do We Tell Stories? Formats of Storytelling |
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35 | (16) |
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3.1 Archaic Forms Of Storytelling |
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35 | (6) |
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36 | (1) |
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37 | (3) |
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3.1.3 Books and Literature |
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40 | (1) |
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3.2 Postindustrial Formats Of Storytelling |
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41 | (3) |
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41 | (1) |
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42 | (2) |
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3.2.2.1 Reality Television |
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42 | (2) |
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3.3 The Information Age Of Storytelling |
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44 | (7) |
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44 | (3) |
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47 | (1) |
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3.3.3 Game-Based Storytelling |
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48 | (3) |
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Chapter 4 What Are Stories About? The Content of Stories |
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51 | (14) |
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52 | (5) |
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53 | (1) |
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54 | (1) |
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54 | (1) |
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55 | (1) |
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4.1.5 Love/Sexual Passion |
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56 | (1) |
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56 | (1) |
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56 | (1) |
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4.2 The Mystical Experience |
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57 | (5) |
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58 | (1) |
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58 | (1) |
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59 | (1) |
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60 | (1) |
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60 | (1) |
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4.2.6 Explanation of Death |
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61 | (1) |
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4.3 The Learning Experience |
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62 | (3) |
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Chapter 5 Why Do We Tell Stories? Functional Storytelling |
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65 | (14) |
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5.1 Behavior Modification |
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65 | (8) |
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66 | (2) |
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68 | (2) |
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70 | (1) |
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5.1.4 Preventing Something |
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70 | (2) |
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72 | (1) |
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73 | (3) |
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74 | (1) |
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74 | (2) |
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76 | (3) |
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Chapter 6 Activities for Storytellers |
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79 | (6) |
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6.1 Activity 1: Functional Storytelling |
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79 | (2) |
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6.1.1 Behavior Modification Task 1: Choosing a Product |
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80 | (1) |
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6.1.2 Behavior Modification Task 2: Changing Opinion |
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81 | (1) |
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6.1.3 Behavior Modification Task 3: Negative Influence |
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81 | (1) |
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6.2 Activity 2: Episodic Digital Storytelling |
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81 | (2) |
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6.3 Activity 3: Interactive Educational Storytelling |
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83 | (8) |
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83 | (1) |
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83 | (2) |
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85 | (6) |
Section II: Media |
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Chapter 8 The Still Image |
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91 | (34) |
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95 | (11) |
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96 | (3) |
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99 | (1) |
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99 | (3) |
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102 | (1) |
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102 | (1) |
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102 | (4) |
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8.2 Image Forms Through The Ages |
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106 | (7) |
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106 | (1) |
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107 | (1) |
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107 | (1) |
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107 | (1) |
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108 | (1) |
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108 | (1) |
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108 | (2) |
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110 | (1) |
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111 | (1) |
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8.2.7 Printing Press/Woodcuts |
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111 | (1) |
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112 | (1) |
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113 | (1) |
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8.3 Components Of The Still Image (Breaking Down The Still Image) |
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113 | (8) |
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114 | (1) |
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114 | (1) |
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114 | (4) |
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8.3.3.1 Common Color Combinations |
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117 | (1) |
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8.3.3.2 Unnatural/Emissive Color Tones |
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118 | (1) |
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118 | (3) |
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8.4 Targeted Image Analysis |
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121 | (4) |
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Chapter 9 The Moving Image |
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125 | (18) |
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125 | (9) |
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127 | (1) |
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128 | (1) |
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129 | (1) |
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130 | (1) |
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9.1.5 Three-Dimensional Animation |
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131 | (3) |
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9.2 Digital Media Devices |
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134 | (6) |
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135 | (2) |
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137 | (2) |
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139 | (1) |
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9.3 Movement, Time, And Effect |
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140 | (3) |
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Chapter 10 Memes and Symbols |
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143 | (8) |
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148 | (2) |
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150 | (1) |
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151 | (16) |
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11.1 To Sound Or Not To Sound |
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152 | (1) |
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153 | (2) |
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155 | (11) |
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155 | (4) |
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159 | (2) |
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160 | (1) |
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161 | (15) |
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163 | (1) |
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164 | (1) |
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165 | (1) |
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166 | (1) |
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166 | (1) |
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167 | (4) |
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12.1 Exercise 1: Telling Stories Through Drawings |
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167 | (1) |
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12.2 Exercise 2: Telling Stories With Audio |
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168 | (3) |
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171 | (4) |
Section III: Interactivity |
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Chapter 14 Interaction Basics |
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175 | (8) |
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175 | (1) |
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14.2 Attributes Of Interactivity |
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176 | (7) |
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176 | (3) |
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179 | (2) |
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181 | (2) |
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Chapter 15 Interactive Media Types |
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183 | (14) |
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183 | (2) |
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185 | (12) |
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15.2.1 Second-Screen Content |
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186 | (1) |
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187 | (1) |
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187 | (2) |
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189 | (11) |
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191 | (2) |
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193 | (1) |
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194 | (3) |
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197 | (22) |
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198 | (1) |
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199 | (1) |
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200 | (8) |
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16.3.1 Extrinsic vs Intrinsic |
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201 | (1) |
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202 | (1) |
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202 | (1) |
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202 | (2) |
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204 | (1) |
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205 | (1) |
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206 | (1) |
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16.3.8 Social Interaction |
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207 | (1) |
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208 | (5) |
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208 | (1) |
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209 | (1) |
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209 | (1) |
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210 | (2) |
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212 | (1) |
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213 | (1) |
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213 | (1) |
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213 | (3) |
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214 | (1) |
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16.5.2 Nonplayer Character Obstacles |
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214 | (1) |
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16.5.3 Human Player Obstacles |
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215 | (1) |
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16.5.4 Environmental Obstacles |
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215 | (1) |
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16.5.5 Dependency Obstacles |
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216 | (1) |
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216 | (1) |
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16.7 Objects/Vehicles/Weapons |
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217 | (2) |
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Chapter 17 Stories and Games |
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219 | (38) |
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17.1 Designing Stories For Games |
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221 | (1) |
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222 | (6) |
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17.2.1 First-Person Shooters |
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222 | (1) |
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17.2.2 Third-Person Action |
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223 | (1) |
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17.2.3 Head-to-Head Fighting |
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224 | (1) |
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224 | (2) |
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226 | (1) |
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227 | (1) |
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227 | (1) |
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17.3 Gamestory Interaction Modes |
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228 | (8) |
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229 | (1) |
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229 | (3) |
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232 | (1) |
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233 | (1) |
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234 | (1) |
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235 | (1) |
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17.4 Story Modes For Games |
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236 | (4) |
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17.4.1 Big Story/Little Story |
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236 | (1) |
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236 | (1) |
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17.4.3 The Quest Narrative |
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237 | (1) |
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17.4.4 Survival Narrative |
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237 | (1) |
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238 | (1) |
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17.4.6 Cop/Criminal Narrative |
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238 | (1) |
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17.4.7 The Hunting Narrative |
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239 | (1) |
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17.5 Writing The Gamestory |
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240 | (4) |
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240 | (1) |
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241 | (1) |
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242 | (1) |
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243 | (1) |
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244 | (1) |
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17.6 Designing The Player Experience |
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244 | (3) |
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17.7 Essential Gamestory Player Experience Elements |
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247 | (10) |
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247 | (1) |
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247 | (1) |
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247 | (1) |
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17.7.4 Narrative Interaction |
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248 | (1) |
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17.7.5 Non-player Characters |
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248 | (1) |
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249 | (1) |
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17.7.7 Objects/Weapons/Vehicles |
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249 | (3) |
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252 | (2) |
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254 | (2) |
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256 | (1) |
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257 | (6) |
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18.1 Writing The Synopsis |
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257 | (1) |
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18.1.1 Synopsis: Tomar's Quest |
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258 | (1) |
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18.2 Building The Elements |
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258 | (3) |
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18.3 Gamestory Design Flowchart |
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261 | (2) |
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263 | (4) |
Index |
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