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Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. Slay the Dragon will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio…mehr
Writing for the multibillion-dollar video-game industry is unlike writing for any other medium. Slay the Dragon will help you understand the challenges and offer creative solutions to writing for a medium where the audience not only demands a great story, but to be a driving force within it. Aimed at traditional writers who want to learn interactive narrative as well as game creators who want to tell better, more emotionally involving stories, the book is written by two creative veterans of both Hollywood and "Nerdyhood." Through lively discussions and self-paced-exercises, Bryant and Giglio step you such topics as: the "no-act" structure of video games; writing great game characters; making gameplay emotionally meaningful; and bringing your game world alive.
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Autorenporträt
Robert Denton Bryant has worked in Hollywood in both marketing and production, and in video games as both a publisher and a developer. He has been executive producer on dozens of games on platforms ranging from CD-ROMs to the iPad, including the bestselling World Championship Poker and Pinball Hall of Fame console game franchises. He is the coauthor (with Charles P. Schultz) of Game Testing All In One. He has lectured in the U.S. and Europe on game writing, and currently teaches at The University of California, Los Angeles and at Woodbury University.
Inhaltsangabe
Foreword by Larry "Major Nelson" Hryb, Director of Programming, Xbox Live Chapter 00 Loading Chapter 01 What's in a Game? Chapter 02 Do Games Need Stories? Chapter 03 Aristotle vs. Mario: The Challenge of Video Game Writing Chapter 04 How to Slay the Dragon: The No Act Fits All Structure of Video Games Chapter 05 The Player / Protagonist: Writing a Great Game Character Chapter 06 Balancing Story & Gameplay Chapter 07 The Hero of a Thousand Levels: Quests, Missions, Levels, and Campaigns Chapter 08 World Building: The Narrative Design Toolbox Chapter 09 We Can't All Be Batman: Crafting MMOs and Virtual Worlds Chapter 10 The Future of Gaming Is Mario & Aristotle & You Bibliography Index
Foreword by Larry "Major Nelson" Hryb, Director of Programming, Xbox Live Chapter 00 Loading Chapter 01 What's in a Game? Chapter 02 Do Games Need Stories? Chapter 03 Aristotle vs. Mario: The Challenge of Video Game Writing Chapter 04 How to Slay the Dragon: The No Act Fits All Structure of Video Games Chapter 05 The Player / Protagonist: Writing a Great Game Character Chapter 06 Balancing Story & Gameplay Chapter 07 The Hero of a Thousand Levels: Quests, Missions, Levels, and Campaigns Chapter 08 World Building: The Narrative Design Toolbox Chapter 09 We Can't All Be Batman: Crafting MMOs and Virtual Worlds Chapter 10 The Future of Gaming Is Mario & Aristotle & You Bibliography Index
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