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As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.
As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.
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Time and again I see in game reviews how a particular game has "awesome graphics and great gameplay but the story and dialogue" were severely lacking. With Mr. Crawford's extensive experience in the gaming industry, he very capable gives aspiring writers every tool he or she will need to get a very good start in the industry. Throughtout the book, he stresses how important it is for the "artsie" thinkers (the writers & artists) to work together with the "techie" thinkers (the programmers) and I think this is a valuable lesson that many current game producers have yet to learn. Mr. Crawford reminds the entire programming industry that one sector of development cannot succeed without the other. He more than adequately investigates and chronicles how the different development teams can work together and bridge the "communication" gap between the "artsies" and the "techies."
This book, while not exactly a tutorial piece, offers many examples and exercises to move the writer along in thinking like an interactive storyteller. The only real drawback may be the detail Mr. Crawford goes into. While I personally don't have a problem with this, I work with several young people who, while they are very keen on gaming development, probably wouldn't spend an adequate amount of time studying the information contained in the book unless it were required reading in a course.
Personally I feel that any writer who wants to pursue and develop stories for interactive programming should study this book. It's not enough to read it through once, twice or even three times. This is a book which needs to be worked through section by section, until writing for this relatively new genre becomes second nature. This book will have a permanent home in my library; it is very rich in information-hats off to Mr. Crawford for producing a very timely manual.
-Adaera-
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