Passion and Play
CRC Press (Verlag)
978-0-367-40550-2 (ISBN)
Hoping to add some steam and sex to your next game? Then this book is for you. This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! Challenging the assumptions that sex in games is superfluous, exploitative, or only of interest to straight guys, this book encourages designers to create meaningful, enjoyable sexual content for all audiences.
Using examples from well-known AAA games (and some standout indie content!), each chapter provides a framework to guide game writers, designers, and developers through the steps of creating and executing sexual content in their games – from early concept, to setting it up in larger game narrative, and finally to executing specific sexual scenes and sequences. It also lays out a host of details and considerations that, while easily missed or forgotten, can have a major impact on the quality or theme of the scene.
Offering expert insight and ideas for creating sex scenes in games, this book is vital reading for game designers, writers, and narrative designers who are interested in making games with sexual content. It will also appeal to artists, cutscene directors, audio engineers, composers, and programmers working on these games – or really, any game developer with an interest in the topic!
Michelle Clough is a freelance game writer, editor, and narrative designer, as well as partner in the game narrative co-op Talespinners. She is also co-founder of the IGDA Romance and Sexuality Special Interest Group and has been speaking at GDC since 2014 on topics related to sex, sex appeal, and sexuality in video games.
Acknowledgments. Author. INTRODUCTION. Part 1 Sex, Games, and Culture. Chapter 1 ◾ What This Book Is (And Isn’t). Chapter 2 ◾ The Myths and "Myths" of Video Game Sex. Chapter 3 ◾ Challenges Part 1: Censorship and Storefronts. Chapter 4 ◾ Challenges Part 2: The Terrors of Tech. Part 2 Sex and Pre-Production. Chapter 5 ◾ The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them). Chapter 6 ◾ Considering Your Thirsty Audience: Diverse Desires vs. Target Demographics. Chapter 7 ◾ The Trifecta of Sexual Approach and Aesthetic. Chapter 8 ◾ Teamwork Makes the Dream Work! Part 3 Sex in the Larger Game Structure. Chapter 9 ◾ Characters and Sex. Chapter 10 ◾ Sex and the Three-Act Structure (Part 1). Chapter 11 ◾ Kindness Coins and the Chemistry Casino. Chapter 12 ◾ Sex in Quest Design. Part 4 The Craft of Sex Scenes. Chapter 13 ◾ Queer Sex in Games. Chapter 14 ◾ Initiating Sex with Branching Choices. Chapter 15 ◾ Consent in Video Game Sex. Chapter 16 ◾ Building Anticipation!: Sex Scenes and the Four Types of Tension. Chapter 17 ◾ Bringing to a Climax: Sex and the Three-Act Structure (Part 2). Chapter 18 ◾ Sex Cutscene Direction and Design: An Interview with Ashley Ruhl. Chapter 19 ◾ Fade to Black vs. Showing the Sex. Chapter 20 ◾ Coming to Grips with Gaze in Sex Scenes. Chapter 21 ◾ Setting the Sex Scene!: Sex and Environment Design. Chapter 22 ◾ "Aural Sex" and Audio. Chapter 23 ◾ Tender Talk and Naughty Narration: Dialogue and Sex. Chapter 24 ◾ Sex and Game Design (Part 1): Branching Choices, Interactivity, and Agency. Chapter 25 ◾ Sex and Game Design (Part 2): Mechanics and Verbs. Chapter 26 ◾ The Aftermath of Sex Scenes. AFTERWORD. BIBLIOGRAPHY. INDEX.
Erscheinungsdatum | 19.04.2022 |
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Zusatzinfo | 171 Halftones, color; 1 Halftones, black and white; 171 Illustrations, color; 1 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 178 x 254 mm |
Gewicht | 320 g |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
ISBN-10 | 0-367-40550-4 / 0367405504 |
ISBN-13 | 978-0-367-40550-2 / 9780367405502 |
Zustand | Neuware |
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