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What really makes a video game story interactive? What's the best way to create an interactive story?
How much control should players be given?
Do they really want that control in the first place?
Do they even know what they want-or are their stated desires at odds with the unconscious preferences?
All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives. (From the publisher)
Περιεχόμενα
Chapter 1: Game Stories, Interactivity, and What Players Want
Chapter 2: A Brief History of Storytelling in Games
Chapter 3: The Hero's Journey and the Structure of Game Stories
Chapter 4: The Story and the Characters
Chapter 5: Making Stories Emotional
Chapter 6: Defining Interactive and Player-Driven Storytelling
Chapter 7: Fully Traditional and Interactive Traditional Stories
Chapter 8: Multiple-Ending Stories
Chapter 9: Branching Path Stories
Chapter 10: Open-Ended Stories
Chapter 11: Fully Player-Driven Stories
Chapter 12: The Argument for the Supremacy of Player-Driven Storytelling
Chapter 13: The Argument Against the Supremacy of Player-Driven Storytelling
Chapter 14: What Players Really Want: The Most Important Issue
Chapter 15: The Future of Storytelling in Games
Glossary
Appendix A: Game Writing Groups and Other Useful Resources