Procedural Storytelling in Game Design
Publisher: CRC Press
Author: by Tanya X. Short, Tarn Adams
ISBN-10 : 1138595306
ISBN-13 : 978-1138595309
Pages: 408
Language: English
Year: 2019
File: ebook PDF
World’s finest guide for how to begin thinking about procedural design
Book Description
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.
Key Features
Introduces the differences between static/traditional game design and procedural game design
Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
World’s finest guide for how to begin thinking about procedural design
About the Author
Tanya X. Short is the director of Kitfox Games, the 4-person studio behind Moon Hunters and Shattered Planet. Previously, she worked as a designer at Funcom Games on The Secret World and Age of Conan: Hyborian Adventures. In her spare time, she acts as the co-director of Pixelles, a non-profit helping more women make games.
Tarn Adams is best known as the developer of Dwarf Fortress since 2002 with his older brother Zach. He learned programming in his childhood, and has been designing computer games as a hobby. He quit his first year of a mathematics post doctorate at Texas A&M to focus on game development in 2006
Procedural Storytelling in Game Design
Table of contents
chapter 1 Getting Started with Generators
chapter 2 Keeping Procedural Generation Simple
chapter 3 Generated Right in the Feels
chapter 4 Adapting Content to Player Choices
chapter 5 Ethical Procedural Generation
chapter 6 Retrospective: Murder on the Zinderneuf
chapter 7 Designing for Narrative Momentum
chapter 8 Curated Narrative in Duskers
chapter 9 Uncanny Text: Blending Static and
chapter 10 Dramatic Play in The Sims
chapter 11 Memorable Stories from Simple Rules in
chapter 12 Amplifying Themes and Emotions
chapter 13 Emergent Narrative in Dwarf Fortress
chapter 14 Heavily Authored Dynamic Storytelling
chapter 15 Generating Histories
chapter 16 Procedural Descriptions in Voyageur
chapter 17 Generating in the Real World
chapter 18 Dirty Procedural Narrative in We
chapter 19 Beyond Fun in Frostpunk
chapter 20 Procedural Storytelling in Dungeons
chapter 21 Maximizing the Impact of Generated
chapter 22 Procedural Characters in State of
chapter 23 Plot Generators
chapter 24 Generating Personalities in The
chapter 25 Dialog
chapter 26 Tarot as Procedural Storytelling
chapter 27 Things You Can Do with Twitterbots
chapter 28 Creating Tools for Procedural Storytelling
Procedural Storytelling in Game Design
Procedural Landmass Generation
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