Procedural storytelling in game design

Format:
book
Title:
Procedural storytelling in game design
Author:
Short, Tanya X.; Adams, Tarn
Year:
2019
Language:
English
Publisher:
Boca Raton : Taylor & Francis, 2019
Description:
XII, 392 p.: ill.
Call number:
PENTA.527.9 SHOR 19 (PENTA)
ISBN:
9781138595309
Subject:
Computer games Design
Level design (Computer science)
Summary:
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
Permalink:
http://bibtest.howest.be/catalog/hws01:003536693?locale=en