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PROCEDURAL STORYTELLING IN GAME DESIGN

Tanya X. Short, Tarn Adams



 

This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback

9781138595309

2019

408

English

Hardcover

9781138595316

2019

408

English

eBook

9780429488337

2019

408

 

TAGS


Publishers: #CRCPress (CRC Press)

Languages: #English

Year: #Year2019


Companies:

N/A


Public Figures:

N/A


Games:

#CuriousExpedition (Curious Expedition)

#Duskers (Duskers)

#DwarfFortress (Dwarf Fortress)

#Frostpunk (Frostpunk)

#MurderOnTheZinderneuf (Murder on the Zinderneuf)

#StateOfDecay (State of Decay 2)

#TheChurchInTheDarkness (The Church in the Darkness)

#TheShroudedIsle (The Shrouded Isle)

#TheSims (The Sims)

#Voyageur (Voyageur)

#WeHappyFew (We Happy Few)


Misc:

#CareerHelp (Career Help)

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