000 01687 a2200313 4500
001 1138595306
005 20250317100412.0
008 250312042019xx 74 eng
020 _a9781138595309
037 _bTaylor & Francis
_cGBP 46.99
_fBB
040 _a01
041 _aeng
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072 7 _aCOM012040
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072 7 _a794.81536
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100 1 _aTanya X. Short
245 1 0 _aProcedural Storytelling in Game Design
250 _a1
260 _bA K Peters/CRC Press
_c20190313
300 _a392 p
520 _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 design
700 1 _aTarn Adams
_4B01
999 _c2435
_d2435