简介
CD-ROM contains: Torque game engine (GarageGames) ; TabulaRasa concept art (NCsoft) ; Path of Neo concept art and movies (Shiny Entertainment) ; God of War storyboard (SonyComputer Entertainment of America) ; Area 51 dialogue (Midway) ; Orbz game demo (21-6 Productions/GarageGames) ;Marble Blast game demo (GarageGames) ; Think Tanks game demo (BraveTree Productions/GarageGames) ; Game design document template (Chris Taylor/Gas-Powered Games) ; Sub Hunter game design document (Michael Black/Torn Space) ; Sample concept art (Capcom) ; Sample concept art (Valve).
目录
Introduction p. xiii
About the Game Development Essentials Series p. xiv
About Game Story & Character Development p. xiv
Who Should Read This Book? p. xv
How is This Book Organized? p. xv
How to Use This Text p. xvi
Key chapter questions p. xvi
Tips p. xvi
Sidebars p. xvi
Quotes p. xvii
Profiles p. xvii
Case studies p. xvii
Notes p. xvii
Chapter review p. xviii
About the Companion CD p. xviii
About the Instructor's Guide p. xviii
About the Authors p. xix
Acknowledgements p. xx
Questions & Feedback p. xxii
Dedication p. xxiii
Story p. 1
The History of Story: how we've evolved as storytellers p. 3
Key Chapter Questions p. 3
Cave Paintings p. 4
Oral Traditions p. 5
Fable p. 7
Myth p. 7
Legend p. 7
Urban Legend p. 8
Ah, the Theater! p. 9
The World of Text p. 11
Film: Back into the Cave p. 12
Television p. 14
Chapter Review p. 17
Game Genres: storytelling through style of play p. 19
Key Chapter Questions p. 19
Action p. 20
Platformers p. 21
Shooters p. 22
Racing p. 24
Fighting p. 25
Adventure p. 26
Action-Adventure p. 27
Puzzle p. 31
Role-Playing p. 32
Simulation & Sports p. 36
Turn-Based Strategy (TBS) p. 37
Strategy p. 38
Real-Time Strategy (RTS) p. 39
Chapter Review p. 41
Building Your Story: how to construct a story from concept to execution p. 43
Key Chapter Questions p. 43
Concept p. 44
Springboard p. 45
Setting p. 46
Context p. 47
Backstory p. 50
Premise p. 53
Synopsis or Treatment p. 54
Theme p. 57
Traditional Structures p. 58
Three-Act Story Structure p. 58
The Hero's Journey p. 60
Episodic p. 63
Devices for Execution p. 66
Inciting Incident p. 66
Foreshadowing p. 67
Conflict p. 68
Unity of Opposites p. 69
Goals p. 70
MacGuffin p. 71
Ticking Clock p. 71
Story versus Plot p. 72
Plot Points p. 73
Plot Twists p. 75
Climax p. 79
Deus Ex Machina p. 79
Chapter Review p. 81
Game Storytelling Devices: integrating game-specific elements into a story p. 83
Key Chapter Questions p. 83
Conveying Information p. 84
Cinematics p. 85
Cut-Scenes p. 86
Triggered Events p. 87
Player Control p. 89
Character Customization p. 90
Plot p. 91
Consequences p. 92
Engagement and Interactivity p. 92
Collaboration p. 92
Immersion p. 93
Repetition p. 93
Consistency p. 94
Flow p. 94
Non-Linearity p. 94
Emotional Content p. 96
Experiential Storytelling p. 96
Creating the Emotional Experience p. 101
Chapter Review p. 104
Character p. 105
Character Types: who are your characters? p. 107
Key Chapter Questions p. 107
Archetypes p. 108
Hero p. 108
Shadow p. 109
Mentor p. 109
Helpers p. 110
Guardian p. 110
Trickster p. 111
Herald p. 111
Contemporary Character Types p. 112
Protagonist p. 112
Antihero p. 113
Co-Protagonists p. 114
Antagonist p. 115
Ancillary Characters p. 116
Pivotal Character p. 117
Sidekicks p. 117
Lackey p. 118
Allies p. 118
Henchmen p. 119
Mole p. 119
Game-Specific Characters p. 119
Player Characters (PCs) p. 120
Avatar p. 120
Non-Player Characters (NPCs) p. 121
Chapter Review p. 125
Character Development: building compelling characters p. 127
Key Chapter Questions p. 127
Creating a Character Backstory p. 128
Character Physiology p. 128
Character Sociology p. 130
Character Psychology p. 132
Discovering Character p. 134
Internal Conflict p. 134
Finding the Conflict: Free Writing p. 135
Turning Up the Heat p. 136
Compassion p. 138
Ancillary Characters p. 139
Consistency p. 139
Character Growth p. 140
Character Arc p. 140
Relationships p. 144
Dyad p. 144
Triangle p. 144
Point of View p. 145
First-Person p. 145
Third-Person p. 146
Visual Character Development p. 147
Back to the Drawing Board p. 147
Character Movement p. 149
Style p. 149
Chapter Review p. 151
Verbal Character Development: effective use of narration, monologue & dialogue p. 153
Key Chapter Questions p. 153
Narration p. 154
First-Person p. 154
Third-Person p. 155
Monologue p. 156
Dialogue p. 157
Purposes of Dialogue p. 159
Non-Verbal Dialogue p. 168
In-Game Dialogue p. 168
Writing Great Dialogue p. 172
Chapter Review p. 177
Gameplay p. 179
Gameplay and Story: incorporating challenges and strategies into a game story p. 181
Key Chapter Questions p. 181
Conflict in Gameplay p. 182
Balance p. 185
Game Balance p. 187
Dynamic Balance p. 191
Building Tension p. 192
Rules p. 196
Gameplay Elements p. 197
Game Theory p. 203
Zero Sum vs. Non-Zero Sum p. 203
Prisoner's Dilemma p. 204
Tragedy of the Commons p. 205
Level Structure p. 207
Space p. 207
Flow p. 208
Time p. 209
Choice p. 210
Goal p. 211
Relationship p. 211
Progression p. 213
Chapter Review p. 215
Putting Your Plan into Action: implementing a successful storyplay p. 217
Key Chapter Questions p. 217
Your Game Plan p. 218
What is the Theme? p. 218
What is Your Story? p. 218
What is Your Genre? p. 219
What is Your Environment? p. 219
What is Your Setting? p. 219
What Character Types Do You Need? p. 220
How to Tell It p. 221
Goals p. 221
Game Documentation p. 222
Hamlet: Prince of Denmark p. 223
Caesar's Quest p. 230
Movies and Games p. 236
Where Does the Writer Fit in? p. 239
Chapter Review p. 243
Resources p. 244
News p. 244
Directories & Communities p. 245
Organizations p. 245
Events p. 246
Books & Articles p. 246
Index p. 252
About the Game Development Essentials Series p. xiv
About Game Story & Character Development p. xiv
Who Should Read This Book? p. xv
How is This Book Organized? p. xv
How to Use This Text p. xvi
Key chapter questions p. xvi
Tips p. xvi
Sidebars p. xvi
Quotes p. xvii
Profiles p. xvii
Case studies p. xvii
Notes p. xvii
Chapter review p. xviii
About the Companion CD p. xviii
About the Instructor's Guide p. xviii
About the Authors p. xix
Acknowledgements p. xx
Questions & Feedback p. xxii
Dedication p. xxiii
Story p. 1
The History of Story: how we've evolved as storytellers p. 3
Key Chapter Questions p. 3
Cave Paintings p. 4
Oral Traditions p. 5
Fable p. 7
Myth p. 7
Legend p. 7
Urban Legend p. 8
Ah, the Theater! p. 9
The World of Text p. 11
Film: Back into the Cave p. 12
Television p. 14
Chapter Review p. 17
Game Genres: storytelling through style of play p. 19
Key Chapter Questions p. 19
Action p. 20
Platformers p. 21
Shooters p. 22
Racing p. 24
Fighting p. 25
Adventure p. 26
Action-Adventure p. 27
Puzzle p. 31
Role-Playing p. 32
Simulation & Sports p. 36
Turn-Based Strategy (TBS) p. 37
Strategy p. 38
Real-Time Strategy (RTS) p. 39
Chapter Review p. 41
Building Your Story: how to construct a story from concept to execution p. 43
Key Chapter Questions p. 43
Concept p. 44
Springboard p. 45
Setting p. 46
Context p. 47
Backstory p. 50
Premise p. 53
Synopsis or Treatment p. 54
Theme p. 57
Traditional Structures p. 58
Three-Act Story Structure p. 58
The Hero's Journey p. 60
Episodic p. 63
Devices for Execution p. 66
Inciting Incident p. 66
Foreshadowing p. 67
Conflict p. 68
Unity of Opposites p. 69
Goals p. 70
MacGuffin p. 71
Ticking Clock p. 71
Story versus Plot p. 72
Plot Points p. 73
Plot Twists p. 75
Climax p. 79
Deus Ex Machina p. 79
Chapter Review p. 81
Game Storytelling Devices: integrating game-specific elements into a story p. 83
Key Chapter Questions p. 83
Conveying Information p. 84
Cinematics p. 85
Cut-Scenes p. 86
Triggered Events p. 87
Player Control p. 89
Character Customization p. 90
Plot p. 91
Consequences p. 92
Engagement and Interactivity p. 92
Collaboration p. 92
Immersion p. 93
Repetition p. 93
Consistency p. 94
Flow p. 94
Non-Linearity p. 94
Emotional Content p. 96
Experiential Storytelling p. 96
Creating the Emotional Experience p. 101
Chapter Review p. 104
Character p. 105
Character Types: who are your characters? p. 107
Key Chapter Questions p. 107
Archetypes p. 108
Hero p. 108
Shadow p. 109
Mentor p. 109
Helpers p. 110
Guardian p. 110
Trickster p. 111
Herald p. 111
Contemporary Character Types p. 112
Protagonist p. 112
Antihero p. 113
Co-Protagonists p. 114
Antagonist p. 115
Ancillary Characters p. 116
Pivotal Character p. 117
Sidekicks p. 117
Lackey p. 118
Allies p. 118
Henchmen p. 119
Mole p. 119
Game-Specific Characters p. 119
Player Characters (PCs) p. 120
Avatar p. 120
Non-Player Characters (NPCs) p. 121
Chapter Review p. 125
Character Development: building compelling characters p. 127
Key Chapter Questions p. 127
Creating a Character Backstory p. 128
Character Physiology p. 128
Character Sociology p. 130
Character Psychology p. 132
Discovering Character p. 134
Internal Conflict p. 134
Finding the Conflict: Free Writing p. 135
Turning Up the Heat p. 136
Compassion p. 138
Ancillary Characters p. 139
Consistency p. 139
Character Growth p. 140
Character Arc p. 140
Relationships p. 144
Dyad p. 144
Triangle p. 144
Point of View p. 145
First-Person p. 145
Third-Person p. 146
Visual Character Development p. 147
Back to the Drawing Board p. 147
Character Movement p. 149
Style p. 149
Chapter Review p. 151
Verbal Character Development: effective use of narration, monologue & dialogue p. 153
Key Chapter Questions p. 153
Narration p. 154
First-Person p. 154
Third-Person p. 155
Monologue p. 156
Dialogue p. 157
Purposes of Dialogue p. 159
Non-Verbal Dialogue p. 168
In-Game Dialogue p. 168
Writing Great Dialogue p. 172
Chapter Review p. 177
Gameplay p. 179
Gameplay and Story: incorporating challenges and strategies into a game story p. 181
Key Chapter Questions p. 181
Conflict in Gameplay p. 182
Balance p. 185
Game Balance p. 187
Dynamic Balance p. 191
Building Tension p. 192
Rules p. 196
Gameplay Elements p. 197
Game Theory p. 203
Zero Sum vs. Non-Zero Sum p. 203
Prisoner's Dilemma p. 204
Tragedy of the Commons p. 205
Level Structure p. 207
Space p. 207
Flow p. 208
Time p. 209
Choice p. 210
Goal p. 211
Relationship p. 211
Progression p. 213
Chapter Review p. 215
Putting Your Plan into Action: implementing a successful storyplay p. 217
Key Chapter Questions p. 217
Your Game Plan p. 218
What is the Theme? p. 218
What is Your Story? p. 218
What is Your Genre? p. 219
What is Your Environment? p. 219
What is Your Setting? p. 219
What Character Types Do You Need? p. 220
How to Tell It p. 221
Goals p. 221
Game Documentation p. 222
Hamlet: Prince of Denmark p. 223
Caesar's Quest p. 230
Movies and Games p. 236
Where Does the Writer Fit in? p. 239
Chapter Review p. 243
Resources p. 244
News p. 244
Directories & Communities p. 245
Organizations p. 245
Events p. 246
Books & Articles p. 246
Index p. 252
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