Acknowledgements |
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vii | |
Contributors |
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ix | |
Introduction |
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xiii | |
Section I Storytelling In Mobile And Social Games |
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1 Keeping The Player At The Heart Of The Story |
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3 | (20) |
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6 | (1) |
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Story Delivery = Narrative Design |
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7 | (5) |
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A Game's Narrative Design |
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7 | (1) |
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7 | (1) |
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8 | (1) |
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Character And Creature Design |
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8 | (1) |
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8 | (1) |
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9 | (1) |
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Story Integration Into Gameplay And Mechanics |
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9 | (1) |
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9 | (1) |
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10 | (1) |
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Cutscenes vs. Animatics vs. Neither |
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10 | (1) |
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11 | (1) |
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Quest Or Mission Design And Structure |
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11 | (1) |
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11 | (1) |
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Story Delivery And The Player's Imagination |
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12 | (7) |
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12 | (5) |
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17 | (1) |
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The Player's Imagination And Emotions |
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18 | (1) |
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Getting The Entire Team Involved With Story Delivery |
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19 | (2) |
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20 | (1) |
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21 | (1) |
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The Story Delivery Checklist |
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21 | (1) |
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Tips For Working With The Development Team |
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22 | (1) |
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2 From Musical Mechanics To Emotional Beats: Story For Nonstory Games |
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23 | (16) |
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23 | (2) |
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25 | (3) |
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Interview #2: Atlas Chen And Nick Zhang |
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28 | (4) |
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32 | (4) |
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36 | (1) |
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37 | (2) |
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3 Livable And Believable, Despite The Limitations: Worldbuilding |
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39 | (24) |
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Worldbuilding Through Environmental Narrative |
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41 | (5) |
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Hide And Seek: Story Of Dorothy: A Few Good Assets |
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42 | (4) |
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Worldbuilding Through Text |
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46 | (8) |
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Plague Inc.'s News Reports |
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46 | (1) |
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Updates And Announcements |
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48 | (1) |
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50 | (3) |
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Dragonsoul's Lore And Flavor Text |
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53 | (1) |
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Worldbuilding Through Game Modes |
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54 | (5) |
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Incorporating Worldbuilding Into Game Modes |
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56 | (1) |
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Worldbuilding Through Mechanics And Gameplay: Dragonsoul |
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57 | (1) |
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57 | (1) |
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59 | (1) |
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Socializing The World: Nintendo's Streetpass Games |
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59 | (2) |
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61 | (1) |
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61 | (1) |
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When Designing Dynamic Worlds |
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62 | (1) |
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4 Not Just Tutorial Hosts: Characters |
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63 | (32) |
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64 | (2) |
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The Team Player And The Voice Of Conscience: Dragonsoul And Good Knight Story |
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66 | (6) |
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Characterization And Character Development In Mobile Games |
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72 | (11) |
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72 | (1) |
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75 | (1) |
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Good Knight Story's Traditional Branching Dialogue |
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80 | (3) |
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Characterization Through Nonstory Means: Dragonsoul |
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83 | (10) |
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Characterization Through Flavor Text |
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84 | (2) |
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The Stories Of Legendary Skills |
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86 | (5) |
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91 | (2) |
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93 | (1) |
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93 | (1) |
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94 | (1) |
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5 More Than Pretty Words: Functional Dialogue |
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95 | (24) |
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Dialogue's Purpose In Games |
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96 | (5) |
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Five Nights At Freddy's Phone Guy: Totally Untrustworthy (But Not When It Comes To Gameplay Instructions) |
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98 | (3) |
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Dialogue Challenges In Mobile Games |
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101 | (5) |
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Write For The Smartphone Screen |
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101 | (1) |
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Handling Conversations In 2D |
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102 | (3) |
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Voiced Dialogue vs. Text-Based Dialogue |
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105 | (1) |
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106 | (3) |
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Design For Dialogue Text Boxes |
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108 | (1) |
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Fat Chicken: Gravy And Ms. Melendez |
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109 | (5) |
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109 | (1) |
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Melendez And Visual Verbal Tics |
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110 | (2) |
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Fat Chicken's Emotional States |
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112 | (1) |
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The One-Sided Conversation |
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113 | (1) |
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Office Tempts: Text Boxes And Color |
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114 | (2) |
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116 | (1) |
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Functional Dialogue Checklist |
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116 | (1) |
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Revising Functional Dialogue |
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116 | (3) |
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6 I Seek The Grail (In Five Minutes Or Less): Designing And Writing Quests For Mobile Games |
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119 | (32) |
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120 | (1) |
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General Theory And Best Practices: Designing Mobile Game Quests |
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120 | (9) |
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General Theory And Best Practices: Writing Mobile Game Quests |
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129 | (3) |
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Case Studies: Introduction |
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132 | (12) |
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Case Study #1: Farrrwille 2: Country Escape (2014) |
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133 | (4) |
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Case Study #2: The Simpsons: Tapped Out (2012) |
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137 | (3) |
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Case Study #3: Pearl's Peril (2013) |
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140 | (4) |
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144 | (1) |
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As You Prepare To Write, Ask Yourself The Following |
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145 | (1) |
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As You Revise, Ask Yourself The Following |
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146 | (1) |
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References And Recommended Reading |
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147 | (4) |
Section II Storytelling For Different Demographics And Genres |
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7 To Each Their Own: Writing For Demographics |
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151 | (14) |
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151 | (1) |
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Writing Beyond The Tropes |
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152 | (4) |
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152 | (4) |
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156 | (3) |
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156 | (3) |
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Delicious Research And Foodie Family |
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159 | (1) |
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This Is All Great, But My Limit Is 500 Words |
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159 | (1) |
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Demographics vs. Reality: When Your Boss Doesn't Care |
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160 | (2) |
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162 | (1) |
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163 | (2) |
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8 How The Folk Tale Got Its Leopard: Writing For Educational Games |
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165 | (18) |
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Introduction To Educational Games |
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166 | (3) |
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What's Special About Mobile? |
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167 | (2) |
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169 | (6) |
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169 | (1) |
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Inevitable Surprise And Emergence |
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170 | (1) |
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Knowing Your Audience For Educational Games |
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171 | (2) |
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Integrating With Pedagogy |
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173 | (1) |
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Working With Learning Game Designers |
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174 | (1) |
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Types Of Educational Games |
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175 | (5) |
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Writing For Games About The Humanities |
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175 | (2) |
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Writing For Games About Math |
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177 | (1) |
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Writing For Games About Science |
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178 | (1) |
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Writing For Games About Social Skills |
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179 | (1) |
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180 | (1) |
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181 | (1) |
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When Writing For Educational Games |
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182 | (1) |
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9 Playing With Values: Branding Games |
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183 | (18) |
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Old Spice: Youland (2016): Play The Commercials! Now Live The Commercials! Now Play... |
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185 | (8) |
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Old Spice's Repositioning |
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185 | (3) |
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188 | (4) |
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Reaching Old Spice's Demographic |
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192 | (1) |
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Planning The Branding Game's Narrative Design |
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193 | (1) |
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Initial Consultation Phase |
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194 | (1) |
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195 | (1) |
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Get To Know The Brand's Story |
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195 | (1) |
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Researching The Target Audience |
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196 | (3) |
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The Target Audience's Demographics And Psychographics |
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196 | (1) |
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197 | (2) |
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199 | (1) |
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199 | (1) |
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When Working On Branding Games... |
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199 | (1) |
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200 | (1) |
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10 The Continued Adventures: Writing For Licensed Mobile Games |
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201 | (26) |
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201 | (2) |
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General Theory And Best Practices: Writing For Licenses |
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203 | (6) |
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General Theory And Best Practices: Licensed Mobile Games |
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209 | (3) |
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Case Studies: Introduction |
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212 | (12) |
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Case Study #1: Game Of Thrones Ascent (2013) |
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213 | (1) |
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Case Study #2: Star Trek Timelines (2016) |
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214 | (4) |
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Case Study #3: The Walking Dead: March To War (2017) |
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218 | (6) |
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224 | (1) |
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As You Prepare To Write, Ask Yourself The Following |
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224 | (1) |
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As You Revise, Ask Yourself The Following |
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225 | (1) |
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References And Recommended Reading |
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225 | (2) |
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11 Buy Gems To Woo Your Lover: Free-To-Play Narratives |
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227 | (16) |
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Gates And Keys: Free-To-Play Design |
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228 | (1) |
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229 | (5) |
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234 | (5) |
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Tips On Crafting Free-To-Play Narrative |
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239 | (1) |
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Conclusion And Checklist Questions |
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240 | (1) |
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241 | (2) |
Index |
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243 | |