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ویرایش: [2 ed.]
نویسندگان: Ross Berger
سری:
ISBN (شابک) : 9781032571621, 9781003438113
ناشر: CRC Press
سال نشر: 2024
تعداد صفحات: 260
[261]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 14 Mb
در صورت تبدیل فایل کتاب Dramatic Storytelling and Narrative Design: A Writer’s Guide to Video Games and Transmedia به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب داستان پردازی دراماتیک و طراحی روایت: راهنمای نویسنده برای بازی های ویدیویی و transmedia نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Dedication Table of Contents Preface Acknowledgments Author Biography Introduction Glossary Terms Distinctions Notes Chapter 1 Orientation Coming Out of Obscurity Who This Book Is for The Student The Writer From Another Field The Entertainment Executive Game Designer Game Producer Technologist in Media Content Designer for Artificial Intelligence Warning for Career Changers What This Book Is Not Notes References Chapter 2 Definitions and Distinctions What Is Narrative Design? Writing for Games Vs. Traditional Media: What’s the Difference? Prime Objective: Addiction Narrative Designer Vs. Game Writer: What’s the Difference? Barks What’s in a Name? Chapter 3 Roles and Responsibilities ID the IP Help Design the Golden Path Establish Structure Establish Characters and Worlds Identify Story Mechanisms and Devise Their Rulesets Plan and Manage the Content Reinforce the Theme Write, Revise, and Polish the Content Assist in the Localization of the Written and Spoken Content Direct Voice-Over Sessions and Filmed Content Voice-Over Filmed Content Other Notes References Chapter 4 Game Writing at the Ground Level Example Spreadsheet for Narrative Content Asset ID Category Character Line Character Count Notes Pipeline Chapter 5 Conflict The Engine of a Story Conflict in the Home World Conflict in the New World Conflict Vs. Evil Atmosphere Conflict and Tragic Mistake The Lurking Menace In Conclusion Notes References Chapter 6 Character and World The Protagonist Making A Protagonist Whom People Want To Play As Professional Goal Vs. Personal Goal Personal Priorities Avoiding Swappable Protagonists Collision of Priorities Protagonist Survey The Antagonist Unity of Opposites A Note About Hannibal Lecter Archetypes and Stock Characters Dialogue World as Character Character and World Rulesets Notes References Chapter 7 Structure What Is Structure and Why Is It Important? Where Games Fail Main Structural Beats Act 1 Act 2 Act 3 Dramatic Escalation Warnings Premature Character Introduction Long Missions With No Narrative Interspersed Arbitrary Bells and Whistles Different Lengths of the Acts Notes References Chapter 8 Other Storytelling Methods for Games Other Storytelling Methods Episodic Storytelling Open World Incentivizing Lore Discovery Kishotenketsu Pixar Storytelling Method Frictionless Narrative Notes References Chapter 9 Meaningful Choice, Branching Narrative, and Downstream Effects Breaking It All Down Note Chapter 10 Analysis of Narrative in Contemporary Games What Are the Criteria of Well-Told Narrative in Games? Am I Emotionally Invested? Why Do Games Struggle at Telling Emotional Stories? Game Narrative Breakdown Examples NBA 2K16 Premise In a Nutshell Main Characters Key Story Beats Act 1 Act 2 Act 3 Positives of the Narrative Negatives of the Narrative In Conclusion THE LAST OF US (2013) Premise In a Nutshell Main Characters Key Story Beats Act 1 Act 2 Act 3 Positives of the Narrative Negatives of the Narrative In Conclusion Addendum: The Last of Us HBO Series (2023) Visual Limitations of the Game Medium Ingredients for a Successful Adaptation Notes References Chapter 11 Breaking In Entry Points Attitude Familiarity Larger Perspective Than Games If You Come From Another Medium, What Should You Expect? Notes Reference Chapter 12 Rules and Tools for Success Flexibility Brainstorming Sessions Robust Documentation Story Bible Crucial Component to Story Bible: Visual Structure Other Components to a Story Bible Tone Document One-Pager Elevator Pitch Character Bios and Sample Dialogue Genre and Platform Backstory of the World The Software Tools For the Basics For Productivity and Visibility For Brainstorming and Presenting Notes Reference Chapter 13 The Future of Interactive Storytelling The Future Player Player as a Disruptive Force Seeing Through the Smoke and Mirrors of Silicon Valley Players Have More Power Than Ever Before The Future of Story Story Redefined By TikTok? Lore Discovery Other Disruptive Forces to Game Narrative Interactive Television as Games? The Rise of ESports Artificial Intelligence Narrative Game Development Taking a Stand Future Job Requirements of a Narrative Designer Adopting Technical Skills Creating a Narrative Tool-Set In Sum Notes References Chapter 14 Transmedia The Changing Media Landscape Transmedia at Its Most Basic Level Relationship With New Technology When Bigger Budgets Prevail Why Are Video Games a Natural Fit for Transmedia? Competitive Edge Early Adopters Greatest Transmedia Campaign Ever? The Basics The Purpose Two Kinds of Transmedia Experiences A Pure, Singular Story Experience Aka Unified Story Experience Fractured Story Experience Sacrificial Lambs Media Release Strategies Final Thoughts On Transmedia Notes References Chapter 15 College and University Programs List of Universities for Game Development Notes Index