Writing an Interactive Story 1st Edition by Pierre Lacombe, Gabriel Feraud, Clement Riviere – Ebook PDF Instant Download/Delivery: 9781000735451, 1000735451
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Product details:
• ISBN 10:1000735451
• ISBN 13:9781000735451
• Author:Pierre Lacombe, Gabriel Feraud, Clement Riviere
Writing an Interactive Story
Video games have become the world’s largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative’s choices and consequences rest fully upon the player. It’s the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage – BAFTA Award for Best Story – Heavy Rain Jean-Luc Cano – BAFTA Award for Best Story – Life Is Strange Joe Penny, David Bowman – Telltale’s The Wolf Among Us, The Walking Dead Benjamin Diebling – Beyond Two Souls, Detroit: Become Human Erwan Le Breton – Ubisoft Thomas Veauclin– The Council Fibre Tigre – Out There
Writing an Interactive Story 1st Table of contents:
PART 1. INTERACTIVE STORYTELLING, A MULTIMEDIA ART
1. WHAT IS AN INTERACTIVE SCENARIO?
I have a story!
I have an idea!
I have an order!
We are dwarves perched atop the shoulders of giants
2. WHERE INTERACTIVE STORYS ARE USED
When I work, it’s serious!
I’m writing fiction!
I’m writing for a roleplaying game!
I’m writing for audiovisual!
I’m writing for radio!
I’m writing a book!
I’m writing a comic book!
I’m writing for a video game!
3. PREPARING YOURSELF FOR INTERACTIVE WRITING
Everything begins at the end!
Tempus fugit
How to prepare your work
PART 2. THE INTERACTIVE STORY, A HISTORY OF A REVAMPED GENRE
4. CHOOSE-YOUR-OWN-ADVENTURE BOOKS
Rendez-vous au 1
Dungeons and Dragons, the imaginary box
The founding fathers
New actors for a new challenge
5. TEXT-BASED GAMES AND NARRATIVE-BASED VIDEO GAMES
To start, a little fantasy!
Adventure at your fingertips
Text-based games take off!
Better to die than disappear!
A game resurgence!
PART 3. INTERACTIVE STORY FUNDAMENTALS
6. SCENARIO ARCHITECTURE
Introduction to scriptwriting: structure
A solid foundation: a universe and its characters
7. CREATING A UNIVERSE AND MASTERING ITS CODES
And here, we’ll think about genres
How to gauge the codes?
How do I build a universe?
8. THE MAIN CHARACTER
One or two main characters?
Bringing it to life
Characterizing your main character: motivate it!
How to have an idea of the right formula
9. CREATE A NETWORK OF SECONDARY CHARACTERS
The extras
The world of supporting roles
10. TRIGGER EVENTS AND REVELATIONS
Trigger events
The art of point of view and revelations
11. DIALOGUE
The character doesn’t speak
An original language
The main character speaks
The personalization of dialogues
What are dialogues good for?
Dialogues, a second wind
Dialogues depending on the media
12. ACTION
For a comic book
In a Choose-Your-Own Adventure book
For roleplaying games
For radio
For audiovisual
For a video game
13. BUILDING A SCENE
Scene cutting
Introducing the characters
No climax, no scene
Introducing the game
PART 4. THE MECHANICS OF INTERACTIVITY
14. MASTERING THE WORK TOOLS
Mastering the language
Mastering word processing
Interactivity with Twine
Celestory Creator
Other tools
15. IMAGINING DIFFERENT ENDINGS
All roads do not lead to Rome
Interactive scriptwriting, retro-writing?
Main endings and secondary endings
Replayability and characterization of endings
From Manicheism to plurality
16. THE DIFFERENT TYPES OF CHOICES
The illusion of choice?
Crucial choices
Steering choices
Refocusing attention
Placing the choices based on the media
17. THE GRAPH BESTIARY
The snail
The duck foot
The octopus
The ant-lion
The centipede
The blowfish
18. THE POWER OF CONSTRAINTS
For the characters
For the player
For the author
Reaching points of no return
19. A PERSONALIZED EXPERIENCE
Mini-games: 100% objective
Illusion and panache
Promises and rewards
Controlling the moral stakes
Involving the player by any means possible
Conclusion: 10 tips for writing an interactive story
Afterword: Bringing your interactive story to life
Index
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