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Original Essays | September 30, 2014

Benjamin Parzybok: IMG A Brief History of Video Games Played by Mayors, Presidents, and Emperors



Brandon Bartlett, the fictional mayor of Portland in my novel Sherwood Nation, is addicted to playing video games. In a city he's all but lost... Continue »
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Character Development and Storytelling for Games

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Character Development and Storytelling for Games Cover

 

Synopses & Reviews

Publisher Comments:

For a long time story and character development were shrugged off by the games industry. Now games are attempting to reach an ever broadening market that demands more sophistication, at least equal to that found in other media. Writers of games need the tools presented here to enable them to meet that demand. This is the first book of its kind to deal specifically with a subject many readers have been asking for: writing for games. It is written in an easy-to-read style for casual readers, but with enough detail that it could serve as a textbook. The game industry desperately needs such a book; there are currently no competing titles from other game dev publishers. This book is a great addition to the broad spectrum of offerings within the Course Technology/Premier Press Game Development series. This book does not address a specific product, technology or programming language. It addresses writing for video games that feature dramatic characters and storytelling, which include most video games on personal computers, console games, and multiplayer internet games. Any flowcharts used in the book are created with Visio.

Synopsis:

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

About the Author

Lee Sheldon began his career in Hollywood writing and/or producing many popular television shows including "Star Trek: The Next Generation", "Charlie?s Angels", and "Edge of Night" in the 1970s and 1980s. While continuing his Hollywood projects, Lee branched into writing and designing games in 1994. His work includes solo games such as the award-winning The Riddle of Master Lu, Dark Side of the Moon, and Wild Wild West:The Steel Assassin. Since 2000, he has written and designed massively multiplayer worlds for companies including Cyan (URU) and Disney (Virtual Kingdom). He has just recently completed a secret code-named project for Microsoft. Upcoming projects include a genre-breaking single player game for Atari and a new massively multiplayer world.

Lee, from Palm Harbor, Florida, is recognized as one of the leading experts in the games industry on storytelling and character development in games. Since 1993, he has given a full day tutorial on these and related issues at the Game Developers Conference, and has appeared on panels and given presentations elsewhere. He is a charter member of the exclusive invitation-only Game Design Workshop that includes most of the major game designers in the industry. He is the author of "Impossible Bliss" (0595194818), a mystery novel.

Table of Contents

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

Product Details

ISBN:
9781592003532
Author:
Sheldon, Lee
Publisher:
Course Technology
Author:
Sheldon, Lee (Lee Sheldon)
Subject:
Entertainment & Games - General
Subject:
Video & Electronic - General
Subject:
Entertainment & General
Subject:
Video & Electronic
Subject:
Computer Graphics - Game Programming
Subject:
Games-Video Games
Subject:
General Computers
Copyright:
Series:
Game Development
Publication Date:
June 2004
Binding:
TRADE PAPER
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
496
Dimensions:
9.02x7.36x1.21 in. 2.12 lbs.

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Related Subjects

Computers and Internet » Software Engineering » Game Design
Hobbies, Crafts, and Leisure » Games » Video Games
Textbooks » General

Character Development and Storytelling for Games New Trade Paper
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$39.99 In Stock
Product details 496 pages Course Technology - English 9781592003532 Reviews:
"Synopsis" by , 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
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