Interactive Storytelling: Techniques for 21st Century Fiction / Edition 1

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We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult to bring these two activities together. With this foundation in place, the book presents several ideas for ways to move forward in this appealing quest. The author has a conversational and friendly style, making reading a pleasure.

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Editorial Reviews

From the Publisher
"First, this is a book that everybody who wants to make compelling games should read...", October 2004
James Geary
A fascinating user's guide to the future of gaming and entertainment.
Deputy Editor, Time Magazine Europe
Steven Drucker
Glassner provides an incredibly insightful look at modern media and entertainment today. This book is a huge resource to anybody in the field of interactive entertainment because it addresses some of the fundamental structural issues in movies and games that are often not covered in existing game design literature.
I think anyone with a serious interest in telling stories via video games or interactive fiction should read Interactive Storytelling. It's well written and does a good job of teaching concepts that most people making currently making video games could use a lot of help with. Furthermore, Glassner's vision of the future of storytelling is fascinating, even if it doesn't play out that way.
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Product Details

  • ISBN-13: 9781568812212
  • Publisher: Taylor & Francis
  • Publication date: 2/1/2004
  • Edition description: New Edition
  • Edition number: 1
  • Pages: 528
  • Product dimensions: 6.34 (w) x 9.00 (h) x 1.27 (d)

Table of Contents


I Introduction

1 People, Stories, and Games

II Story Structure

2 Character

3 Plot

4 Story Technique

III Game Structure

5 Game Experience

6 Rules and Scoring

7 Gameplay

IV Merging Stories and Games

8 Structures

9 Branching and Hypertext

10 Common Pitfalls

11 First Steps

V Story Environments

12 Story Environments

13 Designing for Participation

14 Experiments


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