Procedural Storytelling in Game Design
- Length: 408 pages
- Edition: 1
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2019-03-13
- ISBN-10: 1138595306
- ISBN-13: 9781138595309
- Sales Rank: #105907 (See Top 100 Books)
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
Cover Half Title Title Page Copyright Page Table of Contents Foreword About the Editors Contributors SECTION 1: Introduction CHAPTER 1: Getting Started with Generators Building Your Artist-in-a-Box From Rules to Generative Methods Ways that Generators Fail Notes CHAPTER 2: Keeping Procedural Generation Simple Two Examples from Spelunky Perception versus Reality Using Context to Take Your Work from Trivial to Impressive The Problem Might Not Be Your Procgen Conclusion CHAPTER 3: Generated Right in the Feels Note CHAPTER 4: Adapting Content to Player Choices Choosing Which Parts to Adapt Combining Bits Creating the Right Bits Papering over the Seams Control over Specificity ACompletely New Way of Creating Content The Big Picture Notes CHAPTER 5: Ethical Procedural Generation Talking in Code The Big Wide World You Are What You Eat Talking the Talk The Future SECTION 2: Structure and Systems CHAPTER 6: Retrospective: Murder on the Zinderneuf (1983) CHAPTER 7: Designing for Narrative Momentum Only Forwards Design Opening the Flow The Design of Ink The Weave Structure Content as Conditionals Sequences and Loops Narrative Momentum in aGraphical Context Knowledge as an Acyclic Directed Graph Knowledge Webs Using the Knowledge Model Conclusion CHAPTER 8: Curated Narrative in Duskers Explore, Adapt, Survive When All You Have Is aHammer Order Matters Let the Player Drive Narrative as aLure Compiling It All Down CHAPTER 9: Uncanny Text: Blending Static and Procedural Fiction Southern Monsters Battlecakes Playful Text The Domovoi Memory Blocks Matul Remrit The Future CHAPTER 10: Dramatic Play in The Sims Design Examples in The Sims Dramatic Design Patterns in Other Games CHAPTER 11: Memorable Stories from Simple Rules in Curious Expedition Three Levels of Abstraction Same Event, Different Interpretations Story Arcs CHAPTER 12: Amplifying Themes and Emotions in Systems The Emotions of Colonialism in Triple Town Identifying aTheme Using Theme to Amplify Gameplay Emotions Triple Town as aNarrative Failure Failures of Communication Failures of Taste Closing Thoughts Notes CHAPTER 13: Emergent Narrative in Dwarf Fortress Designing for Emergent Narrative The Player’s Perspective and Exposition CHAPTER 14: Heavily Authored Dynamic Storytelling in Church in the Darkness Motivations Inspirations Core Systems Player Choices Conclusion: Why Build It? SECTION 3: Worlds and Context CHAPTER 15: Generating Histories Entities and Events Subjectivity in History History Generation in Practice: Caves of Qud Conclusion Notes CHAPTER 16: Procedural Descriptions in Voyageur Setting the Stage Improv: The Tool Filtering, Reincorporation, and Sources of Truth Where World Models Come From Conclusions CHAPTER 17: Generating in the Real World How Do Analog Works Use Procedurality? Why Bother to Bring the Digital into the Physical? An Attempt Case Study: Computational Flâneur But IJust Want to Keep Making Digital Things! CHAPTER 18: Dirty Procedural Narrative in We Happy Few You Have aSuperpower Mental Work Makes Emotional Engagement Pull vs. Push Dirty Narrative Is Dangerous The Holy Grail CHAPTER 19: Beyond Fun in Frostpunk Making Sense of the World Developing Frostpunk Prototype 1: Society Prototype 2: Prophet Prototype 3: Player Agency Final Stretch Notes CHAPTER 20: Procedural Storytelling in Dungeons & Dragons Moves Dangers Failing Forward SECTION 4: Characters CHAPTER 21: Maximizing the Impact of Generated Personalities Tip 1: Define the Player’s Interpretation Process Tip 2: Personalities Are Already Subtle Tip 3: Comedy Is Close at Hand Tip 4: Allow after-the-Fact Investigation Tip 5: Reactions ≥ Actions Tip 6: Change Is Powerful Summary Notes CHAPTER 22: Procedural Characters in State of Decay 2 Blandness Contradictions Contradiction Winnowing Identity Contradictions Order of Operations ORDER OF OPERATIONS, REDESIGNED Summary CHAPTER 23: Plot Generators CHAPTER 24: Generating Personalities in The Shrouded Isle Character Generation Interaction Trait Modification Analysis and Conclusion CHAPTER 25: Dialog Use Cases Context-Sensitive Vocalization Automatic Triggers Memory Repartee Complex Responses Data-Driven Context Usability Data Structures and Their Implementation Authoring Tools Conclusion Note SECTION 5: Resources CHAPTER 26: Tarot as Procedural Storytelling Notes CHAPTER 27: Things You Can Do with Twitterbots CHAPTER 28: Creating Tools for Procedural Storytelling What Can Authoring Tools for Procedural Storytelling Do? Things to Think about while Planning aNew Tool As You’re Building Notes Index
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