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Procedural Storytelling in Game Design (Record no. 2435)

MARC details
000 -LEADER
fixed length control field 01687 a2200313 4500
001 - CONTROL NUMBER
control field 1138595306
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20250317100412.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 250312042019xx 74 eng
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781138595309
037 ## - SOURCE OF ACQUISITION
Source of stock number/acquisition Taylor & Francis
Terms of availability GBP 46.99
Form of issue BB
040 ## - CATALOGING SOURCE
Original cataloging agency 01
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title eng
072 7# - SUBJECT CATEGORY CODE
Subject category code UMK
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code A
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code UGN
Source thema
072 7# - SUBJECT CATEGORY CODE
Subject category code UMK
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code A
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code UGN
Source bic
072 7# - SUBJECT CATEGORY CODE
Subject category code COM012040
Source bisac
072 7# - SUBJECT CATEGORY CODE
Subject category code COM000000
Source bisac
072 7# - SUBJECT CATEGORY CODE
Subject category code 794.81536
Source bisac
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Tanya X. Short
245 10 - TITLE STATEMENT
Title Procedural Storytelling in Game Design
250 ## - EDITION STATEMENT
Edition statement 1
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Name of publisher, distributor, etc. A K Peters/CRC Press
Date of publication, distribution, etc. 20190313
300 ## - PHYSICAL DESCRIPTION
Extent 392 p
520 ## - SUMMARY, ETC.
Expansion of summary note This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Tarn Adams
Relationship B01

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