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Chris Crawford on Interactive Storytelling - Chris Crawford

Chris Crawford on Interactive Storytelling

(Autor)

Buch | Softcover
360 Seiten
2012 | 2nd edition
New Riders Publishing (Verlag)
978-0-321-86497-0 (ISBN)
CHF 64,30 inkl. MwSt
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As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Chris Crawford is a computer game designer and author of several game design books, including the previous edition of this book and Chris Crawford on Game Design. A pioneer of game design, Crawford founded The Journal of Computer Game Design and organized the Game Developers Conference (GDC), which draws over 10,000 attendees two times a year. Considered an expert in the area of interactive storytelling, Crawford developed Storytron, an engine for running interactive electronic storyworlds.

Table of Contents

Part I: The Basics

Chapter 1: Storytelling

Chapter 2: Interactivity

Chapter 3: Interactive Storytelling


Part II: Mentalities

Chapter 4: Abstraction

Chapter 5: Verb Thinking

Chapter 6: The Agony of Math

Chapter 7: The Two Cultures


Part III: Evolutionary Strategies

Chapter 8: Branching Stories

Chapter 9: Interactive Fiction

Chapter 10: Role Playing Games

Chapter 11: Videogames


Part IV: Storytron Technology

Chapter 12: Bounded Numbers

Chapter 13: Actors, Stages, and Props

Chapter 14: Personality Models

Chapter 15: Fate

Chapter 16: Verbs & Events

Chapter 17: Anticipation

Chapter 18: Language

Chapter 19: Engines

Chapter 20: Sappho

Erscheint lt. Verlag 31.12.2012
Sprache englisch
Maße 230 x 184 mm
Gewicht 584 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
ISBN-10 0-321-86497-2 / 0321864972
ISBN-13 978-0-321-86497-0 / 9780321864970
Zustand Neuware
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