Читать книгу Slay the Dragon - Robert Denton Bryant - Страница 5

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CONTENTS

Our Grateful Acknowledgements

Foreword by Larry Hryb, Xbox Live’s “Major Nelson”

CHAPTER 00: LOADING

W00t! A.K.A. Wow, Loot!

A Criminally Brief History of Storytelling Technology

The Golden Age of Games?

Hollywood Calling!

Why “Slay the Dragon”?

Meet Your Quest Givers: Bob & Keith

Screenwriter Meets Game Producer, Fight Breaks Out

Who Needs This Book?

How To Use This Book (Press X to Skip)

DRAGON EXERCISES 00: PLAYING TO LEARN

CHAPTER 01: WHAT’S IN A GAME?

What We Talk About When We Talk About Games

A Game Is a Journey of Action

Game Genre vs. Story Genre

How Do They Make Games? Who’s the Director?

Where Do Game Ideas Come From?

The Narrative Designer

DRAGON EXERCISES 01: MAKING A GAME

CHAPTER 02: DO GAMES NEED STORIES?

Story Matters

Immersion: Context Is Everything

Story ≠ Plot

A Story Tutorial

A Criminally Brief History of Game Narrative

DRAGON EXERCISES 02: EXPLORING THE GAME WORLD

CHAPTER 03: ARISTOTLE VS. MARIO

The Challenge of Game Writing

Aristotle vs. Mario: The Clash of Story and Gameplay

Making the Dragon Roar: Roles in a Game Studio

How Are Games Written? Are They Written?

The Rise of Story-Driven Games

How Do We Solve This Problem?

DRAGON EXERCISES 03: EXPRESSING YOUR GAME IDEA

CHAPTER 04: THE NO-ACT-FITS-ALL STRUCTURE OF VIDEO GAMES

Finding the Dragon

What Is Structure?

Traditional Entertainment Structure = 3 Acts

Add a Midpoint = 4 Acts

Shakespeare and The Hulk = 5 Acts

The Sequence Approach = 8 Acts!

Serialized Storytelling

Beginning, Middle & Ending(s)

Time Is Different in Video Games

The “Slay the Dragon” Structure

A No-Act Structure?

DRAGON EXERCISES 04: SPEAKING OF STRUCTURE

CHAPTER 05: WRITING A GREAT PLAYABLE CHARACTER

The Evolution of the Video Game Character

Writing from the Arc Backwards

Who’s More Awesome, Superman or Batman?

Conflict: The Essence of Drama

Backstory: How Is Finding Nemo Like The Last of Us?

Don’t Tell Bowser: The Bad Guys Think It’s Their Game

And the Dragon Goes To: The Best Supporting NPC

DRAGON EXERCISES 05: MEETING YOUR CHARACTERS

CHAPTER 06: WHO AM I WHEN I PLAY? GAMEPLAY AS METHOD ACTING

Playing Your Character

“Character Creation” Is Not Creating Characters

Agency vs. Emotional Arc

Characters in Conflict Must Make Choices

To Be (Press A) Or Not To Be (Press B)

Choices Must Lead to Consequences

DRAGON EXERCISES 06: SPEAKING THROUGH YOUR CHARACTERS

CHAPTER 07: GAME DESIGN BASICS FOR WRITERS

It’s Only a Game—And That’s a Pretty Good Thing

Gameplay Is the Core Building Block of Interactive Narrative

What Is a Game Designer?

Our Theory of Fun

Mechanics = Active Verbs

Mechanics & Context

DRAGON EXERCISES 07: PLAYING WITH GAMEPLAY

CHAPTER 08: THE HERO OF A THOUSAND LEVELS

Quests, Levels, and Missions: Dissecting Your Game

Level Design Is Story Design

Story Beats by Level: an Analysis of The Last of Us

What Must Happen in Your Level?

Fit Your Idea in the Game Engine

Level Design Impacts Traditional Media

DRAGON EXERCISES 08: LEVELING UP

CHAPTER 09: BUILDING YOUR WORLD WITH THE NARRATIVE DESIGN TOOLBOX

The Game Concept Document

The GameFly Pitch

Imagine Your World—Not Someone Else’s

Make Your Map

Filling Your Tool Box

Cinematics. Or Cut the Cut Scenes!

Software for Game Writing

Acting and Dialogue—Barking Up the Wrong Tree

Use the World for Words

DRAGON EXERCISES 09: BUILDING YOUR WORLD

CHAPTER 10: WE ALL CAN’T BE BATMAN: ON MMO’S AND MULTIPLAYER

“Spel” Time

Whose Story Is it, Anyway?

Sandbox Games

Multiplayer Games and Modes

Emergent Gameplay and Emergent Narrative

Aerith Dies. Bob Cries

Multiplayer Often Comes First

DRAGON EXERCISES 10: FEELING YOUR WORLD

CHAPTER 11: ALWAYS BE CREATING

The Rise of the Indies

Who Are the Game Players?

Tools You Can Use

Start on Paper

Easy Mode

Medium Mode

Hard Mode: Game Engines

DRAGON EXERCISES 11: USING NEW TOOLS

CHAPTER 12: WHAT HAPPENS NEXT?

The Future Is Story

The World Is Full of Gamers

Get into the Game!

Our Final Challenge to You

DRAGON EXERCISES 12: BRINGING IT TOGETHER

Glossary of Select Terms from Video Game Production and Culture

Slay the Dragon

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