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Introduction | |
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Background | |
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Myths and Equations | |
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Why Make Games? | |
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Why Tell Stories in Games? | |
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One Last Equation | |
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The Story Remains the Same | |
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Aristotle and Those Other Greeks | |
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Jung's Collective Unconscious | |
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Campbell's The Hero's Journey | |
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Primary Sources | |
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From The Great Train Robbery to Birth of a Nation | |
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The Language of Drama and Film | |
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Creating Characters | |
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Respecting Characters | |
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Three Dimensions | |
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Character Progression | |
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The Pivotal Character | |
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The Player-Character | |
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Character Roles | |
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The Character's Role in Story | |
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Populating the World | |
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Commentary and Gossip | |
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Living Useful Lives | |
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The Player-Character Revisited (Protagonist) | |
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Death of a Player-Character | |
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Villains (Antagonists) | |
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Mentors | |
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Sidekicks | |
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Servants and Pets | |
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Merchants | |
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Trainers | |
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Quest Givers | |
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Character Traits | |
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Mobility | |
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Physical Skills | |
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Professions | |
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Race | |
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Sex | |
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Character Emotion | |
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Characters in Opposition | |
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Memory | |
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Revealing Character Through Action | |
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Character Encounters | |
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Perception | |
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Perspective (First Person Versus Third Person) | |
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Dialogue | |
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Dialogue Systems | |
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Entrances and Exits | |
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Return Visits | |
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Relationships | |
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Telling the Story | |
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Once Upon a Time | |
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Building a Home for Characters | |
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Story or Game: Which Comes First? | |
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Original Material | |
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Adaptations from Other Media | |
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Sequels | |
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Finding a Style That Fits | |
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Linear Versus Non-Linear | |
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Avoiding Cliches | |
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Respecting Story | |
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Willing Suspension of Disbelief | |
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The Fourth Wall | |
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The Trap of Cut Scenes | |
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The Trap of Too Much Backstory | |
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The Trap of Letting Players "Discover" the Story | |
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Verisimilitude | |
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Expressionism | |
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Symbolism | |
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Consistency of the World | |
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Setting | |
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Weather | |
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Scope and Scale | |
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Bringing the Story to Life | |
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Foreshadowing | |
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Point of Attack | |
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The Obligatory Scene | |
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Reversals | |
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Arcs | |
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Exposition in Action | |
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Games: Charting New Territory | |
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Characters Revisited | |
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Puzzling Developments | |
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Quests | |
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Types of Quests | |
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Rewards | |
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The Story Up Till Now | |
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Story Chiropractics | |
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Heart: Player Emotion | |
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Mind: Sharing the Theme | |
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Funny Bone: ROFLMAO! | |
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Editing | |
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Collaboration | |
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Adapting to the Engine You End Up With | |
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Stopping the Bleeding When You Cut Levels and Areas | |
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Polishing Dialogue | |
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Copy Editing | |
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The Roots of a New Storytelling | |
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The Odyssey | |
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The Canterbury Tales | |
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Don Quixote de la Mancha | |
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Charles Dickens and Publishing in Parts | |
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Saturday Morning at the Movies (Movie Serials) | |
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Dennis Wheatley's Crime Dossiers | |
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Daytime Soap Operas | |
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Episodic Television | |
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Modular Storytelling | |
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The Yoke of Narrative | |
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Nesting Modules | |
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Structuring Chaos | |
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Adventures in a Non-Linear World | |
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Games People Play | |
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Game Types | |
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Action | |
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Adventure | |
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Role-Playing | |
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Simulations | |
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Strategy | |
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Multiplayer | |
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Game Genres | |
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Fantasy | |
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Science Fiction | |
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War | |
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Espionage | |
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Crime | |
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Mystery | |
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Horror | |
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Romance | |
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Western | |
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Console Games | |
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Demographics | |
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Push the Button, Get the Story | |
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Integration Versus Cut Scenes | |
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How Story Enhances Gameplay | |
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Cooperative Games (Minimally Multiplayer) | |
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The Incredible Shrinking Game | |
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Bringing Virtual Worlds to Life | |
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The Roots of Role-Playing | |
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Scope and Scale | |
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Death of a Player-Character Revisited | |
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The Social World | |
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Footprints in the Sand | |
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The Trap pf Episodic Structure | |
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Enabling Story in Virtual Worlds | |
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Thousands of Heroes | |
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Ongoing Story | |
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Revealing Story | |
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True Multiplayer Quests | |
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Crowd Control | |
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Variety | |
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Hiding the Numbers | |
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Empowering Emergent Storytelling | |
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Reflections | |
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The Responsible Writer | |
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Appendices | |
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Opinionated Bibliography | |
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Developer Primer on Building Writing Teams | |
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Introduction | |
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Team Configurations | |
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The Lead Writer | |
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The Staff | |
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Additional Considerations | |
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Conclusion | |
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Index | |