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Character Development and Storytelling for Games

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ISBN-10: 1592003532

ISBN-13: 9781592003532

Edition: 2004

Authors: Lee Sheldon

List price: $39.99
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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…    
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Book details

List price: $39.99
Copyright year: 2004
Publisher: Course Technology
Publication date: 6/15/2004
Binding: Paperback
Pages: 488
Size: 7.25" wide x 8.75" long x 1.25" tall
Weight: 2.090
Language: English

Lee Sheldon is Associate Professor and Co-Director of the Games and Simulation Arts and Sciences program at Rensselaer Polytechnic Institute. He has written and designed more than two dozen commercial and applied video games and MMOs. His most recent book from Course Technology PTR is The Multiplayer Classroom: Designing Coursework as a Game. Lee began his academic career at Indiana University, where he instituted the practice of designing classes as multiplayer games, and wrote and designed the alternate reality games in the Skeleton Chase series. Most recently, Lee was lead writer/designer on three games based on Agatha Christie novels, lead writer on Star Trek: Infinite Space, and lead…    

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