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9781592003532

Character Development and Storytelling for Games

by
  • ISBN13:

    9781592003532

  • ISBN10:

    1592003532

  • Format: Paperback
  • Copyright: 2004-06-15
  • Publisher: Cengage Learning PTR
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Summary

This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them. All any writer can do when he wants to share his knowledge with others is be as open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing. It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. --Lee Sheldon, Author

Author Biography

Lee Sheldon began his career in Hollywood in the early 1970s writing and producing many popular television shows, including Star Trek: The Next Generation, Charlie's Angels, and Edge of Night. In 1994, he made the leap to the game industry and has been writing and designing games ever since

Table of Contents

Introduction xi
Part I Background
1(32)
Myths and Equations
3(10)
Why Make Games?
4(2)
Why Tell Stories in Games?
6(5)
One Last Equation
11(2)
The Story Remains the Same
13(20)
Aristotle and Those Other Greeks
15(9)
Jung's Collective Unconscious
24(1)
Campbell's The Hero's Journey
25(1)
Primary Sources
26(1)
From The Great Train Robbery to Birth of a Nation
26(2)
The Language of Drama and Film
28(5)
Part II Creating Characters
33(116)
Respecting Characters
37(24)
Three Dimensions
37(3)
Character Progression
40(2)
The Pivotal Character
42(1)
The Player-Character
43(18)
Character Roles
61(26)
The Character's Role in Story
61(2)
Populating the World
63(1)
Commentary and Gossip
64(3)
Living Useful Lives
67(2)
The Player-Character Revisited (Protagonist)
69(1)
Death of a Player-Character
70(4)
Villains (Antagonists)
74(3)
Mentors
77(3)
Sidekicks
80(2)
Servants and Pets
82(2)
Merchants
84(1)
Trainers
84(1)
Quest Givers
85(2)
Character Traits
87(26)
Mobility
87(7)
Physical Skills
94(2)
Professions
96(1)
Race
97(2)
Sex
99(3)
Character Emotion
102(1)
Characters in Opposition
103(3)
Memory
106(2)
Revealing Character Through Action
108(5)
Character Encounters
113(36)
Perception
113(3)
Perspective (First Person Versus Third Person)
116(3)
Dialogue
119(8)
Dialogue Systems
127(8)
Entrances and Exits
135(1)
Return Visits
136(2)
Relationships
138(11)
Part III Telling the Story
149(174)
Once Upon a Time
151(24)
Building a Home for Characters
151(2)
Story or Game: Which Comes First?
153(2)
Original Material
155(5)
Adaptations from Other Media
160(4)
Sequels
164(1)
Finding a Style That Fits
165(2)
Linear Versus Non-Linear
167(5)
Avoiding Cliches
172(3)
Respecting Story
175(24)
Willing Suspension of Disbelief
176(2)
The Fourth Wall
178(5)
The Trap of Cut Scenes
183(4)
The Trap of Too Much Backstory
187(1)
The Trap of Letting Players ``Discover'' the Story
188(2)
Verisimilitude
190(1)
Expressionism
191(1)
Symbolism
192(1)
Consistency of the World
193(1)
Setting
194(1)
Weather
195(2)
Scope and Scale
197(2)
Bringing the Story to Life
199(20)
Foreshadowing
199(4)
Point of Attack
203(3)
The Obligatory Scene
206(7)
Reversals
213(1)
Arcs
214(1)
Exposition in Action
215(4)
Games: Charting New Territory
219(20)
Characters Revisited
219(3)
Puzzling Developments
222(2)
Quests
224(8)
Types of Quests
232(5)
Rewards
237(1)
The Story Up Till Now
237(2)
Story Chiropractics
239(14)
Heart: Player Emotion
239(6)
Mind: Sharing the Theme
245(4)
Funny Bone: ROFLMAO!
249(4)
Editing
253(22)
Collaboration
254(7)
Adapting to the Engine You End Up With
261(2)
Stopping the Bleeding When You Cut Levels and Areas
263(4)
Polishing Dialogue
267(5)
Copy Editing
272(3)
The Roots of a New Storytelling
275(20)
The Odyssey
276(4)
The Canterbury Tales
280(1)
Don Quixote de la Mancha
281(3)
Charles Dickens and Publishing in Parts
284(2)
Saturday Morning at the Movies (Movie Serials)
286(3)
Dennis Wheatley's Crime Dossiers
289(2)
Daytime Soap Operas
291(1)
Episodic Television
292(3)
Modular Storytelling
295(28)
The Yoke of Narrative
297(22)
Nesting Modules
319(1)
Structuring Chaos
320(1)
Adventures in a Non-Linear World
321(2)
Part IV Games People Play
323(114)
Game Types
325(20)
Action
325(8)
Adventure
333(5)
Role-Playing
338(3)
Simulations
341(1)
Strategy
342(2)
Multiplayer
344(1)
Game Genres
345(26)
Fantasy
349(2)
Science Fiction
351(4)
War
355(3)
Espionage
358(3)
Crime
361(1)
Mystery
362(4)
Horror
366(1)
Romance
367(2)
Western
369(2)
Console Games
371(14)
Demographics
373(1)
Push the Button, Get the Story
374(1)
Integration Versus Cut Scenes
375(2)
How Story Enhances Gameplay
377(2)
Cooperative Games (Minimally Multiplayer)
379(2)
The Incredible Shrinking Game
381(4)
Bringing Virtual Worlds to Life
385(28)
The Roots of Role-Playing
390(6)
Scope and Scale
396(5)
Death of a Player-Character Revisited
401(1)
The Social World
402(5)
Footprints in the Sand
407(1)
The Trap of Episodic Structure
408(5)
Enabling Story in Virtual Worlds
413(24)
Thousands of Heroes
413(2)
Ongoing Story
415(4)
Revealing Story
419(2)
True Multiplayer Quests
421(5)
Crowd Control
426(2)
Variety
428(1)
Hiding the Numbers
429(5)
Empowering Emergent Storytelling
434(3)
Part V Reflections
437(10)
The Responsible Writer
441(6)
Part VI Appendices
447(14)
Appendix A Opinionated Bibliography
449(4)
Appendix B Developer Primer on Building Writing Teams
453(8)
Introduction
454(1)
Team Configurations
455(1)
The Lead Writer
456(2)
The Staff
458(1)
Additional Considerations
459(1)
Conclusion
460(1)
Index 461

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