Examines how to create a story, while relating practical considerations of building a simulation. This book also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences.
Examines how to create a story, while relating practical considerations of building a simulation. This book also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Terry Borst is a Writers Guild of America member with credits in feature films, episodic television, and videogames, including the award-winning WING COMMANDER III and WING COMMANDER IV, and Microsoft's space adventure game FREELANCER. He has also taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, the Banff Centre for the Arts, Moorpark College and various conferences and workshops.
Inhaltsangabe
INTRODUCTION PART ONE: STORIES PART TWO: CHARACTERS PART THREE: STORY STRUCTURE CASE STUDIES PART FOUR: GAME DESIGN PART FIVE: EXPERIENCE MANAGEMENT PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT PART SEVEN: STORY DEVELOPMENT CASE STUDIES PART EIGHT: THE FUTURE OF DISTANCE LEARNING PART NINE: THE FUTURE OF STORY DRIVEN GAMES CONCLUSION
INTRODUCTION; PART ONE: STORIES; PART TWO: CHARACTERS; PART THREE: STORY STRUCTURE CASE STUDIES; PART FOUR: GAME DESIGN; PART FIVE: EXPERIENCE MANAGEMENT; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; PART SEVEN: STORY DEVELOPMENT CASE STUDIES; PART EIGHT: THE FUTURE OF DISTANCE LEARNING; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; CONCLUSION
INTRODUCTION PART ONE: STORIES PART TWO: CHARACTERS PART THREE: STORY STRUCTURE CASE STUDIES PART FOUR: GAME DESIGN PART FIVE: EXPERIENCE MANAGEMENT PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT PART SEVEN: STORY DEVELOPMENT CASE STUDIES PART EIGHT: THE FUTURE OF DISTANCE LEARNING PART NINE: THE FUTURE OF STORY DRIVEN GAMES CONCLUSION
INTRODUCTION; PART ONE: STORIES; PART TWO: CHARACTERS; PART THREE: STORY STRUCTURE CASE STUDIES; PART FOUR: GAME DESIGN; PART FIVE: EXPERIENCE MANAGEMENT; PART SIX: BUILDING THE IMMERSIVE ENVIRONMENT; PART SEVEN: STORY DEVELOPMENT CASE STUDIES; PART EIGHT: THE FUTURE OF DISTANCE LEARNING; PART NINE: THE FUTURE OF STORY DRIVEN GAMES; CONCLUSION
Rezensionen
From Proposal--need permission for use: This book is "of value to anyone who wants to undertake the task of storytelling in a computer-driven environment."-- Larry Tuch
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