01660 a2200301 4500001001100000005001700011008004100028020001800069037003600087040000700123041000800130072001500138072001300153072001500166072001300181072001100194072001300205072002100218072002100239072002100260100001900281245004300300250000600343260003500349300001000384520094400394700002001338113859530620250317100412.0250312042019xx 74 eng  a9781138595309 bTaylor & FranciscGBP 46.99fBB a01 aeng7 aUMK2thema7 aA2thema7 aUGN2thema7 aUMK2bic7 aA2bic7 aUGN2bic7 aCOM0120402bisac7 aCOM0000002bisac7 a794.815362bisac1 aTanya X. Short10aProcedural Storytelling in Game Design a1 bA K Peters/CRC Pressc20190313 a392 p bThis 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 design1 aTarn Adams4B01