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E-grāmata: Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling

  • Formāts: 268 pages
  • Izdošanas datums: 24-Jul-2018
  • Izdevniecība: CRC Press Inc
  • Valoda: eng
  • ISBN-13: 9781498780797
  • Formāts - PDF+DRM
  • Cena: 65,11 €*
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  • Formāts: 268 pages
  • Izdošanas datums: 24-Jul-2018
  • Izdevniecība: CRC Press Inc
  • Valoda: eng
  • ISBN-13: 9781498780797

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Despite its significant growth over the past five years, the mobile and social videogame industry is still maturing at a rapid rate. Due to various storage and visual and sound asset restrictions, mobile and social gaming must have innovative storytelling techniques. Narrative Tactics grants readers practical advice for improving narrative design and game writing for mobile and social games, and helps them rise to the challenge of mobile game storytelling. The first half of the book covers general storytelling techniques, including worldbuilding, character design, dialogue, and quests. In the second half, leading experts in the field explore various genres and types of mobile and social games, including educational games, licensed IP, games for specific demographics, branding games, and free to play (F2P).

Key Features





The only book dedicated to narrative design and game writing in social and mobile games, an explosive market overtaking the console gaming market.





Provides tips for narrative design and writing tailored specifically for mobile and social game markets.





Guides readers along with conclusions that include questions to help the reader in narrative design and/or writing.





Explores real games to illustrate theory and best practices with analyses of game case studies per chapter, covering indie, social/mobile, and AAA games.





Includes checklists to help readers critique their own narrative design/writing.
Acknowledgements vii
Contributors ix
Introduction xiii
Section I Storytelling In Mobile And Social Games
1 Keeping The Player At The Heart Of The Story
3(20)
Toiya Kristen Finley
Story Delivery vs. Story
6(1)
Story Delivery = Narrative Design
7(5)
A Game's Narrative Design
7(1)
Worldbuilding
7(1)
Narrative Structure
8(1)
Character And Creature Design
8(1)
Environmental Narrative
8(1)
Location Design
9(1)
Story Integration Into Gameplay And Mechanics
9(1)
Overall Tone
9(1)
Dialogue Delivery
10(1)
Cutscenes vs. Animatics vs. Neither
10(1)
UI Design
11(1)
Quest Or Mission Design And Structure
11(1)
Sound Design
11(1)
Story Delivery And The Player's Imagination
12(7)
Mystery Match (2015)
12(5)
Plague Inc. (2012)
17(1)
The Player's Imagination And Emotions
18(1)
Getting The Entire Team Involved With Story Delivery
19(2)
Coming Up With A Plan
20(1)
Conclusion
21(1)
The Story Delivery Checklist
21(1)
Tips For Working With The Development Team
22(1)
2 From Musical Mechanics To Emotional Beats: Story For Nonstory Games
23(16)
Elizabeth Lapensee
Betsy Brey
Introduction
23(2)
Interview #1: Matt Meyer
25(3)
Interview #2: Atlas Chen And Nick Zhang
28(4)
Discussion
32(4)
Conclusion
36(1)
Checklist
37(2)
3 Livable And Believable, Despite The Limitations: Worldbuilding
39(24)
Toiya Kristen Finley
Worldbuilding Through Environmental Narrative
41(5)
Hide And Seek: Story Of Dorothy: A Few Good Assets
42(4)
Worldbuilding Through Text
46(8)
Plague Inc.'s News Reports
46(1)
Updates And Announcements
48(1)
Bits Of Story
50(3)
Dragonsoul's Lore And Flavor Text
53(1)
Worldbuilding Through Game Modes
54(5)
Incorporating Worldbuilding Into Game Modes
56(1)
Worldbuilding Through Mechanics And Gameplay: Dragonsoul
57(1)
Mechanics
57(1)
Gameplay
59(1)
Socializing The World: Nintendo's Streetpass Games
59(2)
Conclusion
61(1)
Worldbuilding Checklist
61(1)
When Designing Dynamic Worlds
62(1)
4 Not Just Tutorial Hosts: Characters
63(32)
Toiya Kristen Finley
The Guide Character
64(2)
The Team Player And The Voice Of Conscience: Dragonsoul And Good Knight Story
66(6)
Characterization And Character Development In Mobile Games
72(11)
Good Knight Story (2016)
72(1)
NPCS Need Lives Too
75(1)
Good Knight Story's Traditional Branching Dialogue
80(3)
Characterization Through Nonstory Means: Dragonsoul
83(10)
Characterization Through Flavor Text
84(2)
The Stories Of Legendary Skills
86(5)
Animations
91(2)
Conclusion
93(1)
Characters Checklist
93(1)
As You're Revising...
94(1)
5 More Than Pretty Words: Functional Dialogue
95(24)
Toiya Kristen Finley
Dialogue's Purpose In Games
96(5)
Five Nights At Freddy's Phone Guy: Totally Untrustworthy (But Not When It Comes To Gameplay Instructions)
98(3)
Dialogue Challenges In Mobile Games
101(5)
Write For The Smartphone Screen
101(1)
Handling Conversations In 2D
102(3)
Voiced Dialogue vs. Text-Based Dialogue
105(1)
Text Is Visual
106(3)
Design For Dialogue Text Boxes
108(1)
Fat Chicken: Gravy And Ms. Melendez
109(5)
Gravy And Location
109(1)
Melendez And Visual Verbal Tics
110(2)
Fat Chicken's Emotional States
112(1)
The One-Sided Conversation
113(1)
Office Tempts: Text Boxes And Color
114(2)
Conclusion
116(1)
Functional Dialogue Checklist
116(1)
Revising Functional Dialogue
116(3)
6 I Seek The Grail (In Five Minutes Or Less): Designing And Writing Quests For Mobile Games
119(32)
Jessica Sliwinski
Introduction
120(1)
General Theory And Best Practices: Designing Mobile Game Quests
120(9)
General Theory And Best Practices: Writing Mobile Game Quests
129(3)
Case Studies: Introduction
132(12)
Case Study #1: Farrrwille 2: Country Escape (2014)
133(4)
Case Study #2: The Simpsons: Tapped Out (2012)
137(3)
Case Study #3: Pearl's Peril (2013)
140(4)
Conclusion
144(1)
As You Prepare To Write, Ask Yourself The Following
145(1)
As You Revise, Ask Yourself The Following
146(1)
References And Recommended Reading
147(4)
Section II Storytelling For Different Demographics And Genres
7 To Each Their Own: Writing For Demographics
151(14)
Megan Fausti
Who Is Your Game For?
151(1)
Writing Beyond The Tropes
152(4)
Stereotypes/tropes
152(4)
A Test Case
156(3)
Format And Fanfiction
156(3)
Delicious Research And Foodie Family
159(1)
This Is All Great, But My Limit Is 500 Words
159(1)
Demographics vs. Reality: When Your Boss Doesn't Care
160(2)
A Thought Experiment
162(1)
Tools For You
163(2)
8 How The Folk Tale Got Its Leopard: Writing For Educational Games
165(18)
Erin Hoffman-John
Introduction To Educational Games
166(3)
What's Special About Mobile?
167(2)
Principles
169(6)
Learning As Storytelling
169(1)
Inevitable Surprise And Emergence
170(1)
Knowing Your Audience For Educational Games
171(2)
Integrating With Pedagogy
173(1)
Working With Learning Game Designers
174(1)
Types Of Educational Games
175(5)
Writing For Games About The Humanities
175(2)
Writing For Games About Math
177(1)
Writing For Games About Science
178(1)
Writing For Games About Social Skills
179(1)
Conclusion
180(1)
Quick Tips
181(1)
When Writing For Educational Games
182(1)
9 Playing With Values: Branding Games
183(18)
Toiya Kristen Finley
Old Spice: Youland (2016): Play The Commercials! Now Live The Commercials! Now Play...
185(8)
Old Spice's Repositioning
185(3)
Youland: 8-Bit Absurdity
188(4)
Reaching Old Spice's Demographic
192(1)
Planning The Branding Game's Narrative Design
193(1)
Initial Consultation Phase
194(1)
Understanding The Brand
195(1)
Get To Know The Brand's Story
195(1)
Researching The Target Audience
196(3)
The Target Audience's Demographics And Psychographics
196(1)
Research Topics
197(2)
Finalizing The Plan
199(1)
Conclusion
199(1)
When Working On Branding Games...
199(1)
Branding Checklist
200(1)
10 The Continued Adventures: Writing For Licensed Mobile Games
201(26)
Jessica Sliwinski
Introduction
201(2)
General Theory And Best Practices: Writing For Licenses
203(6)
General Theory And Best Practices: Licensed Mobile Games
209(3)
Case Studies: Introduction
212(12)
Case Study #1: Game Of Thrones Ascent (2013)
213(1)
Case Study #2: Star Trek Timelines (2016)
214(4)
Case Study #3: The Walking Dead: March To War (2017)
218(6)
Conclusion
224(1)
As You Prepare To Write, Ask Yourself The Following
224(1)
As You Revise, Ask Yourself The Following
225(1)
References And Recommended Reading
225(2)
11 Buy Gems To Woo Your Lover: Free-To-Play Narratives
227(16)
Eddy Webb
Gates And Keys: Free-To-Play Design
228(1)
Story-As-Context
229(5)
Story-As-Reward
234(5)
Tips On Crafting Free-To-Play Narrative
239(1)
Conclusion And Checklist Questions
240(1)
F2P Tips
241(2)
Index 243
Nashville native Toiya Kristen Finley is a writer and editor. She holds a Ph.D. in literature and creative writing from Binghamton University. With nearly 70 published works of fiction, nonfiction, comics/manga, and games, she has over 20 years of experience writing in a range of genres, tones, styles, and voices. She gained editorial experience interning at Henry Holts imprint, Owl Books. At Binghamton, she founded the literary journal Harpur Palate and served as its managing/fiction editor. In 2011, she co-founded the Game Writing Tutorial at GDC Online with Tobias Heussner and served as an instructor in 2011 and 2012. In videogames, she has worked as a game designer, narrative designer, game writer, and editor (or some combination of the four) on several indie, social, and mobile games for children and general audiences, including Academagia: The Making of Mages, Fat Chicken, Peregrin, and Verdant Skies. She is a member of the IGDA Game Writing Special Interest Groups Executive Board. The Game Narrative Toolbox (CRC Press), a book on narrative design she co-authored with Jennifer Brandes Hepler, Ann Lemay, and Tobias Heussner, was published in 2015.