Record ID | marc_columbia/Columbia-extract-20221130-030.mrc:54390405:5376 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-030.mrc:54390405:5376?format=raw |
LEADER: 05376cam a2200661 a 4500
001 14670562
005 20220627125716.0
006 m o d
007 cr cn|||||||||
008 110311s2011 mau ob 001 0 eng d
035 $a(OCoLC)ocn706802880
035 $a(NNC)14670562
040 $aOPELS$beng$epn$cOPELS$dOCLCQ$dN$T$dYDXCP$dE7B$dGUA$dOCLCQ$dTEFOD$dCDX$dOCLCQ$dDEBSZ$dL6B$dOCLCO$dUMI$dCOO$dOCLCF$dDEBBG$dOCLCQ$dTYFRS$dOCL$dOCLCQ$dYDX$dUX0$dZ5A$dVGM$dCEF$dNLE$dOCLCQ$dUKMGB$dWYU$dUAB$dAU@$dUKAHL$dVT2$dOCLCQ$dOCLCO$dSFB$dOCLCO
015 $aGBB6G4736$2bnb
016 7 $a018019498$2Uk
019 $a721909963$a847787722$a860605565$a874923595$a960709905$a960834241$a965413287$a1004443390$a1027659782$a1037450197$a1054932306$a1065703191$a1085956801$a1135638719$a1192351755$a1262680314
020 $a9780240817187$q(electronic bk.)
020 $a0240817184$q(electronic bk.)
020 $a9780240817170$q(electronic bk.)
020 $a0240817176$q(electronic bk.)
020 $a9781136127335
020 $a113612733X
024 8 $a9786613612595
035 $a(OCoLC)706802880$z(OCoLC)721909963$z(OCoLC)847787722$z(OCoLC)860605565$z(OCoLC)874923595$z(OCoLC)960709905$z(OCoLC)960834241$z(OCoLC)965413287$z(OCoLC)1004443390$z(OCoLC)1027659782$z(OCoLC)1037450197$z(OCoLC)1054932306$z(OCoLC)1065703191$z(OCoLC)1085956801$z(OCoLC)1135638719$z(OCoLC)1192351755$z(OCoLC)1262680314
037 $a1102515:10960831$bElsevier Science & Technology$nhttp://www.sciencedirect.com
050 4 $aGV1469.34.A97$bL43 2011
072 7 $aGAM$x013000$2bisacsh
082 04 $a794.8$222
084 $aDAT 758f$2stub
084 $aLIT 135f$2stub
049 $aZCUA
100 1 $aLebowitz, Josiah.
245 10 $aInteractive storytelling for video games :$ba player-centered approach to creating memorable characters and stories /$cJosiah Lebowitz, Chris Klug.
260 $aBurlington, MA :$bFocal Press,$c©2011.
300 $a1 online resource (xi, 319 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
520 $aWhat really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives. With Interactive Storytelling for Video Games, you'll: * Explore popular styles and genres of games (RPGs, Online Games, First Person Shooters, and more) * Learn to create effective, original concepts and story lines with key components in mind: structure, process, characters, player desire, and outcome * Learn about what players want, what they expect, and how to create truly compelling player-driven experiences * Get access to an associated website with additional data on storytelling preferences in games, valuable PowerPoint lectures for professors for each -- of the book, and links to movies, websites, game writer discussion boards, and more.
505 0 $a1: Game Stories, Interactivity, and What Players Want -- 2: A Brief History of Storytelling in Games -- 3: The Hero's Journey and the Structure of Game Stories -- 4: The Story and the Characters -- 5: Making Stories Emotional -- 6: Defining Interactive and Player-Driven Storytelling -- 7: Fully Traditional and Interactive Traditional Stories -- 8: Multiple-Ending Stories -- 9: Branching Path Stories -- 10: Open-Ended Stories -- 11: Fully Player-Driven Stories -- 12: The Argument for the Supremacy of Player-Driven Storytelling -- 13: The Argument Against the Supremacy of Player-Driven Storytelling -- 14: What Players Really Want: The Most Important Issue -- 15: The Future of Storytelling in Games -- Appendix A: Game Writing Groups and Other Useful Resources -- Appendix B: Survey Data Bibliography and References.
504 $aIncludes bibliographical references and index.
588 0 $aPrint version record.
650 0 $aVideo games$xAuthorship.
650 6 $aJeux vidéo$xArt d'écrire.
650 7 $aGAMES$xVideo & Electronic.$2bisacsh
650 7 $aVideo games$xAuthorship.$2fast$0(OCoLC)fst01765735
650 7 $aComputerspiel$2gnd
650 7 $aErzähltechnik$2gnd
650 7 $aTv-spel.$2sao
650 7 $aSpeldesign.$2sao
650 7 $aTv-spel$xdesign och konstruktion.$2sao
650 7 $aVideo games$xDesign.$2sears
655 0 $aElectronic books.
655 4 $aElectronic books.
700 1 $aKlug, Chris.
776 08 $iPrint version:$aLebowitz, Josiah.$tInteractive storytelling for video games.$dBurlington, MA : Focal Press, ©2011$z9780240817170$w(OCoLC)670484620
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio14670562$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS