Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More
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!
- 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.
Cover Half Title Title Page Copyright Page Table of Contents Preface: Why This Book Acknowledgments Editor Contributors HOW THIS BOOK IS ORGANIZED Location: Shared vs. Exclusive Social Nature: Interdependent vs. Autonomous Exclusive + Autonomous Exclusive + Interdependent Shared + Autonomous Shared + Interdependent Storytelling Factor A Final Note CHAPTER 1 Virtual Assistants and Storytelling Introduction The Platform Propulsion Loops What’s Coming Next? Virtual Virgil Closing CHAPTER 2 Writing for Toys – Actually a Job How Toys Tell Stories Play Is Personal Quick Qualifications Knowing the Audience Second Fiddler Providing Value Instructing Efficienly Every Player Matters Extending the Experience Leaving Room CHAPTER 3 Approaching Virtual Reality Storytelling Identify the Narrative Means Immersion Has Its Limits Users Are the Core of Any VR Experience A Ghost Story Know the Limits of Your Genre Environment as a Narrative Pillar Locomotion in VR Driving the User’s Gaze The Question of Interface and Transitions Direct Environment and Collective Experience Extend Your Skills as a Writer References CHAPTER 4 Building Narrative in Mobile Games Creating an Immersive World Teaming Up Problems and Solutions It’s a Small World, After All Future Thinking Getting the Job Ship it! Reference CHAPTER 5 Storytelling and Board Games Story-Making Games Tailored Storytelling Games Systemic Storytelling Games Other Games with Narrative Elements Systemic/Story-Making Hybrids Systemic/Story-Making/Tailored Hybrids Systemic/Other/Tailored Hybrids Further Discussion and Guidance for Writers Conclusion References CHAPTER 6 Storytelling in Hybrid Games Overview Mechanics and Systems Game 1 Game 2 Game 3 Discussion Conclusion CHAPTER 7 The Shape of Story There’s a Job for That? The Design Process Working with Stakeholders Story Development The Attraction Experience The Approach The Queue The Preshow Experience The Ride Experience The Post-Show and Gift Shop The Future of Themed Entertainment Agency and Immersion Parting Thoughts Your Big Break CHAPTER 8 Red Flags Red Flag 1: One Size Fits All (Not Realy) Cognitive Load Physical Limits of Technology Red Flag 2: Ignoring Consumer Expectations Red Flag 3: Focusing on the Holes in the Roof When the House is on Fire Red Flag 4: Just Because It Can Doesn’t Mean It Should Red Flag 5: No Vision Red Flag 6: Feeding the Beast Poorly Red Flag 7: Chemistry Fit… or Lack Thereof On That Note … References INDEX
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