Procedural Storytelling in Game Design (2ND ed.)

Short, Tanya X (Editor), Adams, Tarn (Edito

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商品描述

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
  • 商品描述(中文翻譯)

    這本編輯過的章節集關於視頻遊戲中不斷發展的程序性敘事學科。遊戲是一種互動媒介,作者、玩家和機器之間的互動提供了創造和講述故事的新奇方式。在每篇文章中,這個藝術形式的從業者展示了如何將傳統的故事講述工具,如角色塑造、世界建構、主題、動力和氛圍,適應到遊戲中,並使用他們的遊戲中的具體例子來展示效果。讀者將學習構建敘事系統,撰寫程序性對話,並創造具有獨特個性和背景故事的引人入勝的角色。

    主要特點:
    - 介紹了靜態/傳統遊戲設計和程序性遊戲設計之間的差異
    - 以多種具體方式演示如何解決或避免程序性遊戲設計中的常見問題
    - 是開始思考程序性設計的最佳指南