Skip to content

Second Person Role-Playing and Story in Games and Playable Media

Best in textbook rentals since 2012!

ISBN-10: 0262514184

ISBN-13: 9780262514187

Edition: 2007

Authors: Pat Harrigan, Noah Wardrip-Fruin

Shipping box This item qualifies for FREE shipping.
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Customers also bought

Book details

Copyright year: 2007
Publisher: MIT Press
Publication date: 1/22/2010
Binding: Paperback
Pages: 427
Size: 8.06" wide x 9.00" long x 0.80" tall
Weight: 1.738
Language: English

Pat Harrigan is a freelance writer and author of the novel Lost Clusters. He is also the co-editor, with Noah Wardrip-Fruin, of First Person: New Media as Story, Performance, and Game (2004) and Third Person: Authoring and Exploring Vast Narratives (2007), both published by the MIT Press.

Noah Wardrip-Fruin is Associate Professor in the Department of Computer Science at the University of California, Santa Cruz. He is the coeditor of four collections published by the MIT Press: with Nick Montfort, The New Media Reader (2003); with Pat Harrigan, First Person: New Media as Story, Performance, and Game (2004), Second Person: Role-Playing and Story in Games and Playable Media (2007), and Third Person: Authoring and Exploring Vast Narratives (2009).

Dedication and Acknowledgments
Contributors
Introduction
Tabletop Systems
Games, Storytelling, and Breaking the String
On the Wild Cards Series
From the Basement to the Basic Set
The Early Years of Dungeons & Dragons
Narrative Structure and Creative Tension in Call of Cthulhu
On “The Haunted House”
On Character Creation in Everway
Storytelling Games as a Creative Medium
Structure and Meaning in Role-Playing Game Design
My Life with Master: The Architecture of Protagonism
Making Games That Make Stories
Creating a Meaning-Machine
The Deck of Stories Called Life in the Garden
Design Decisions and Concepts in Licensed Collectible Card Games
One Story, Many Media
On Mystery of the Abbey
On Life's Lottery
Computational Fictions
The Sands of Time: Crafting a Video Game Story
On And Then There Were None
On Solitaire
Enlightening Interactive Fiction
Andrew Plotkin's Shade
The Creation of Floyd the Robot in Planetfall
Fretting the Player Character
On Savoir-Faire
Pax, Writing, and Change
RE: Authoring Magritte
The Brotherhood of Bent Billiard
On Soft Cinema: Mission to Earth
On Juvenatege
On Twelve Easy Lessons to Better Time Travel
Deikto: A Language for Interactive Storytelling
GRIOT's Tales of Haints and Seraphs
A Computational Narrative Generation System
Writing Facade: A Case Study in Procedural Authorship
On The Breakup Conversation
On The Archer�s Flight
Real Worlds
Prismatic Play
Games as Windows on the Real World
On John Tynes's Puppetland
Video Games Go to Washington
The Story behind The Howard Dean for Iowa Game
Political Activism
Bending the Rules
The Puppet Master Problem
Design for Real-World, Mission-Based Gaming
On A Measure for Marriage
On unexceptional.net
On Itinerant
Finding the Game in Improvised Theaters
On Adventures in Mating
Santaman's Harvest Yields Questions, or
Does a Performance Happen if It Exists in a Virtual Forest?
Me, the Other
A Network of Quests in World of Warcraft
Communities of Play
The Social Construction of Identity in Persistent Online Game Worlds
Appendices
Puppetland
Bestial Acts
The Extraordinary Adventures of Baron Munchausen
Contributor Biographies
Permissions
Index