Summary Book Review Storytelling in the Modern Board Game :
Download or read book in PDF Storytelling in the Modern Board Game written by Marco Arnaudo and published by McFarland. This book was released on 2018-08-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.
Summary Book Review Storytelling for New Technologies and Platforms :
Download or read book in PDF Storytelling for New Technologies and Platforms written by Ross Berger and published by CRC Press. This book was released on 2022-06-22 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or for a virtual reality game? Wait – those tell stories? And there are jobs for people to write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once only destined for the cinema. Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off! Key Features: Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies. Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.
Summary Book Review The Minds Behind PlayStation Games :
Download or read book in PDF The Minds Behind PlayStation Games written by Patrick Hickey, Jr. and published by McFarland. This book was released on 2022-09-22 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring interviews with the creators of 43 popular video games--including Spyro the Dragon, Syphon Filter, NFL GameDay 98 and Final Fantasy VII--this book gives a behind-the-scenes look at some of the most influential (and sometimes forgotten) titles of the original PlayStation era. Interviewees recall the painstaking development, challenges of working with mega publishers and uncertainties of public reception, and discuss the creative processes that produced some of gaming's all-time classics.
Summary Book Review The Minds Behind Shooter Games :
Download or read book in PDF The Minds Behind Shooter Games written by Patrick Hickey, Jr. and published by McFarland. This book was released on 2021-03-15 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Summary Book Review The Minds Behind Sega Genesis Games :
Download or read book in PDF The Minds Behind Sega Genesis Games written by Patrick Hickey, Jr. and published by McFarland. This book was released on 2022-07-08 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.
Summary Book Review The Performance of Video Games :
Download or read book in PDF The Performance of Video Games written by Kelly I. Aliano and published by McFarland. This book was released on 2022-10-27 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: When viewed through the context of an interactive play, a video game player fulfills the roles of both actor and spectator, watching and influencing a game's story in real time. This book presents video gaming as a virtual medium for performance, scrutinizing the ways in which a player's interaction with the narrative informs personal, historical, social and cultural understanding. Centering the author's own experiences as both video game player and performance scholar, the book thoroughly applies concepts from theatre and performance studies. Chapters argue that the posthuman player position now challenges what can be contextualized as a lived experience, and how video games can change players' relationships with historical events and contemporary concerns, ultimately impacting how they develop a sense of self. Using the author's own gaming experiences as a framework, the book focuses on the intersection between player and narrative, exploring what engagement with a storyline reveals about identity and society.
Summary Book Review Narrative Design and Authorship in Bloodborne :
Download or read book in PDF Narrative Design and Authorship in Bloodborne written by Madelon Hoedt and published by McFarland. This book was released on 2019-10-23 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the vein of their cult-classic dark fantasy titles Demon's Souls (2009) and the Dark Souls franchise (2011, 2014, 2016), game developers FromSoftware released the bleak Gothic horror Bloodborne in 2015. Players are cast in the role of hunters in a hostile land, probing the shadowy city of Yharnam in search of "paleblood." The game achieved iconic status as both a horror and an action title for its rich lore and for the continuity of story elements through all aspects of game design. This first full-length study examines Bloodborne's themes of dangerous knowledge and fatal pride and its aesthetics in the context of other works on game studies, horror and the Gothic. The book's three parts focus on lore and narrative, the game's nightmarish world, and its mechanics.
Download or read book in PDF Watch Us Roll written by Shelly Jones and published by McFarland. This book was released on 2021-08-03 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.
Download or read book in PDF Strictly Fantasy written by Gerald Nachtwey and published by McFarland. This book was released on 2021-04-23 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.
Download or read book in PDF Dante Alive written by Francesco Ciabattoni and published by Taylor & Francis. This book was released on 2022-09-30 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essays collected here join in, and contribute to, the current reflection on Dante’s vitality today in a critical, multidisciplinary vein. Their intervention comes at a particularly sensitive juncture in the history of Dante’s global reception and cultural reuse. Dante today is as alive as ever. A cultural icon no less than a cultural product, Dante’s imaginative universe enjoys a pervasive presence in popular culture. The multiformity of approaches represented in the collection matches the variety of the material that is analyzed. The volume documents Dante’s presence in genres as different as graphic novels and theater productions, children’s literature, advertisements and sci-fi narratives, rock and rap music, video- and boardgames, satirical vignettes and political speeches, school curricula and prison-teaching initiatives. Each essay combines a focused attention to the specificity of the body of evidence it treats with best analytical practices. The volume invites collective reflection on the many different rules of engagement with Dante’s text
Summary Book Review The Advanced Game Narrative Toolbox :
Download or read book in PDF The Advanced Game Narrative Toolbox written by Tobias Heussner and published by CRC Press. This book was released on 2019-02-18 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Advanced Game Narrative Toolbox continues where the Game Narrative Toolbox ended. While the later covered the basics of writing for games, the Advanced Game Narrative Toolbox will cover techniques for the intermediate and professional writer. The book will cover topics such as how to adapt a novel to a game, how to revive IPs and how to construct transmedia worlds. Each chapter will be written by a professional with exceptional experience in the field of the chapter. Key Features Learn from industry experts how to tackle today’s challenges in storytelling for games. A learn by example and exercise approach, which was praised in the Game Narrative Toolbox. An in depth view on advanced storytelling techniques and topics as they are currently discussed and used in the gaming industry. Expand your knowledge in game writing as you learn and try yourself to design quests, write romances and build worlds as you would as a writer in a game studio. Improve your own stories by learning and trying the techniques used by the professionals of game writing.
Download or read book in PDF Pulp! written by Marco Arnaudo and published by Bloomsbury Publishing. This book was released on 2022-12-08 with total page 65 pages. Available in PDF, EPUB and Kindle. Book excerpt: A set of wargames rules covering heroic adventure and dastardly villains during the early 20th Century. Enter a world of perilous adventure and explore steaming jungles, desert canyons, and arctic wastes! Brave the perils of nature and discover lost ruins, ancient treasures, and the secrets of forgotten civilizations! Race against rival adventurers and face off against diabolical villains! Take to the city streets and fight back against gangsters, spies, and sinister cults! Pulp! is a scenario-driven skirmish wargame set during the interwar years of the early 20th Century. Players build teams of bold explorers, daring archaeologists, hardboiled detectives, and costumed avengers – or criminal masterminds and evil geniuses – and dive into a world of fortune, glory... and menace. Suitable for both solo and cooperative play as well as the classic head-to-head mode, Pulp! contains all the rules needed to game globetrotting escapades in this rip-roaring era.
Author :Robert Marks Publisher :McGraw-Hill Osborne Media Release Date :2003 ISBN :STANFORD:36105111845124 Pages :244 pages Format : PDF, EPUB, AudioBook, KINDLE or MOBI Rating :4.F/5 ( users download)
Download or read book in PDF Everquest Companion written by Robert Marks and published by McGraw-Hill Osborne Media. This book was released on 2003 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Complemented by exclusive interviews with Sony game developers and the creators of the original EverQuest game, this entertaining volue traces the history of the popular game, its creation, its significance in terms of the online game revolution, and the new features of the upcoming EverQuest II release in all its versions. Original. (Beginner)
Download or read book in PDF CGDC Conference Proceedings written by Frans Mäyrä and published by . This book was released on 2002 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book in PDF Retelling/rereading written by Karl Kroeber and published by Rutgers University Press. This book was released on 1992 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: "In this passionate, erudite, and far-ranging book, Kroeber renews for our multi-cultural age a fundamental argument: the stories we tell, hear, read, and see make a difference to the lives we read."--Jonathan Arac, University of Pittsburgh In this highly readable and thoroughly original book, Karl Kroeber questions the assumptions about storytelling we have inherited from the exponents of modernism and postmodernism. These assumptions have led to overly formalistic and universalizing conceptions of narrative that mystify the social functions of storytelling. Even "politically correct" critics have Eurocentrically defined story as too "primitive" to be taken seriously as art. Kroeber reminds us that the fundamental value of storytelling lies in retelling, this paradoxical remaking anew that constitutes story's role as one of the essential modes of discourse. His work develops some recent anthropological and feminist criticism to delineate the participative function of audience in narrative performances. In depicting how audiences contribute to storytelling transactions, Kroeber carries us into a surprising array of examples, ranging from a Mesopotamian sculpture to Derek Walcott's Omeros; startling juxtapositions, such as Cervantes to Vermeer; and innovative readings of familiar novels and paintings. Tom Wolfe's comparison of his Bonfire of the Vanities to Vanity Fair is critically analyzed, as are the differences between Thackeray's novel and Joyce's Ulysses and Flaubert's Madame Bovary. Other discussions focus on traditional Native American stories, Henry James's The Ambassadors, Calvino's If on a winter's night a traveler, and narrative paintings of Giotto, Holman Hunt, and Roy Lichtenstein. Kroeber deploys the ideas of Ricoeur and Bakhtin to reassess dramatically the field of narrative theory, demonstrating why contemporary narratologists overrate plot and undervalue story's capacity to give meaning to the contingencies of real experience. Retelling/Rereading provides solid theoretical grounding for a new understanding of storytelling's strange role in twentieth-century art and of our need to develop a truly multicultural narrative criticism.
Summary Book Review MLA International Bibliography of Books and Articles on the Modern Languages and Literatures :
Download or read book in PDF MLA International Bibliography of Books and Articles on the Modern Languages and Literatures written by and published by . This book was released on 2008 with total page 1052 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Summary Book Review Videogames in the Indian Subcontinent :
Download or read book in PDF Videogames in the Indian Subcontinent written by Souvik Mukherjee and published by Bloomsbury Publishing. This book was released on 2022-09-30 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.