Beschreibung:
Josiah Lebowitz
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? This book examines these questions and more.
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;