Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Marco Arnaudo is a professor at Indiana University, Bloomington, where he teaches classes about game design, simulations, military history, mystery fiction, and Italian literature. He is a well-known reviewer of board games, with over 1,000 video reviews.
Inhaltsangabe
Table of Contents Preface Introduction 1. How Tabletop Games Can Tell Stories 2. Other Narratological Considerations 3. The Board Games of Dungeons & Dragons 4. Tolkien's Legacy 5. The First Splash 6. Children of the Dragons 7. The Age of Expansion 8. Paragraph-Based Games 9. Overproduction and Its Discontents 10. The New Board Games of Dungeons & Dragons 11. Return of the Story-Driven Board Game 12. How We Stopped Worrying About Replay Value and Learned to Love the Story Epilogue Glossary Chapter Notes Bibliography Index
Table of Contents Preface Introduction 1. How Tabletop Games Can Tell Stories 2. Other Narratological Considerations 3. The Board Games of Dungeons & Dragons 4. Tolkien's Legacy 5. The First Splash 6. Children of the Dragons 7. The Age of Expansion 8. Paragraph-Based Games 9. Overproduction and Its Discontents 10. The New Board Games of Dungeons & Dragons 11. Return of the Story-Driven Board Game 12. How We Stopped Worrying About Replay Value and Learned to Love the Story Epilogue Glossary Chapter Notes Bibliography Index
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