Procedural Storytelling in Game Design (Record no. 2435)
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| 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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