Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories Paperback Author: Visit Amazon's Josiah Lebowitz Page | Language: English | ISBN:
0240817176 | Format: PDF, EPUB
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Review
Lebowitz and Klug's tag-team approach to the subject makes this an engaging read, even for seasoned interactive storytellers. The combination of Lebowitz's theory and Klug's field experience present both new and experienced game writers with both the promises, and the challnges, of experimenting with game narratives. The use of diverse case studies, which cover everything from the classic Final Fantasy VII to the Japanese visual novel genre, provide readers with the opportunity to engage Lebowitz and Klug's ideas and inspire innovation in their own writing. The exercises and questions both guide readers through the key points, and encourage application and exploration, perfect for a classroom setting.
-Kathleen Dunley, Faculty Chair-English, Rio Salado College
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- Paperback: 336 pages
- Publisher: Focal Press; 1 edition (March 1, 2011)
- Language: English
- ISBN-10: 0240817176
- ISBN-13: 978-0240817170
- Product Dimensions: 9.1 x 7.5 x 0.9 inches
- Shipping Weight: 1.8 pounds (View shipping rates and policies)
Interactive Storytelling for Video Games is devoted to depicting storytelling as it relates to video games and interactive entertainment in general. The authors start off the book with a look at the history of interactive storytelling and then move on to a presentation of traditional storytelling techniques which serve as a basis for the main portion of the book. The main part of the book is devoted to the various approaches to interactive storytelling that have been developed in the video game industry so far. The chapter on the history of interactive storytelling filled in a few details about the development of story telling in video games for me and was pretty useful. I also felt that the presentation of traditional storytelling methods, character generation, and development of emotional stories, was more than adequate to prepare me to follow the subsequent chapters on interactive storytelling. These chapters are where the book becomes really interesting. Thus far, video game designers have come up with several approaches to adding interactivity to storytelling namely, multiple-ending stories, branching path stories, open ended stories and fully player-driven stories. For each type of storytelling the authors describe the method then present several case studies of games in which the method was used. I found this combination of description and case study to be very useful. The descriptions of the method lay the groundwork for understanding and the case studies provide concrete examples that I found illuminating. Interspaced throughout the book are asides written by Chris Klug an industry veteran and teacher of interactive story writing. Chris Klug is pretty opinionated, more so than Josiah Lebowitz however, this turns out to be a good counterpoint to the often unbiased presentation of Lebowitz.
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