Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories by Josiah Lebowitz, Chris Klug

Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories



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Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories Josiah Lebowitz, Chris Klug ebook
Page: 332
Publisher: Focal Press
Format: pdf
ISBN: 0240817176, 9780240817170


It was a game In this chapter of the saga, a group of comrades-in-arms faces a war-crimes tribunal, and their story is revealed to the player in flashback. To be clear, the plot is undercooked, character development is limited and, in the case of the permadeath feature, not that relevant for the player's protagonist, but what it does deliver is a familiar environment in a realistic manner, but with a Western fantasy tale of a zombie apocalypse. After writing Gears of War: Judgment, Tom Bissell talks to Maria Bustillos about the potentialities of video games as literature, as well as its challenges as a storytelling medium. Burlington, MA : Focal Press, c2011. That title was primarily developed for the Japanese market, of course, and Disaster: Day of Crisis also betrays cultural aspects that can be related to the region's approach to gaming. Interactive storytelling for video games [electronic resource] : a player-centered approach to creating memorable characters and stories / Josiah Lebowitz, Chris Klug. Product DescriptionWhat really makes a video game story interactive? How much control should players be. Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories. Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories: Proven Writing Techniques for Role Online Games, First Person Shooters, and more Read Reviews. What's the best way to create an interactive story? It was all text, and text alone: dim green, amber, or white characters on a dark background—that's all the earliest monitors could handle. How much control should players be given? Do they really want that control in the first place? What really makes a video game story interactive?

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