- Shopping Bag ( 0 items )
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
Introduction Part I: Background 1. Myths and Equations 2. The Story Remains the Same Part II: Creating Characters 3. Respecting Characters 4. Character Roles 5. Character Traits 6. Character Encounters Part III: Telling a Story 7. Once Upon a Time 8. Respecting Story 9. Bringing the Story to Life 10. Charting New Territory 11. Story Chiropractics 12. Editing 13. The Roots of New Storytelling 14. Modular Storytelling Part IV: Games People Play 15. Game Types 16. Game Genres 17. Console Games 18. Bringing Virtual Worlds to Life 19. Enabling a Story in Virtual Worlds Part V: Reflections 20. The Responsible Writer Part VI: Appendices Appendix A: Opinionated Bibliography Appendix B: Developer Primer on Building Writing Teams Index
Posted November 30, 2008
No text was provided for this review.