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Paperback Interactive Storytelling: Techniques for 21st Century Fiction Book

ISBN: 1568812213

ISBN13: 9781568812212

Interactive Storytelling: Techniques for 21st Century Fiction

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Format: Paperback

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Book Overview

We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of... This description may be from another edition of this product.

Customer Reviews

4 ratings

A good book, if you are interested in studying videogame stories

This book is a great introduction into understanding what goes into writing for mediums other than books. Although the focus is on video game stories, there is enough in there about other forms of media for it to be worth reading for a person not necessarily that interested in videogames.

It is about time...

With so much talk about stories, games and interactivity, it is about time there is such a comprehensive book about the convergence of all these concepts. Andrew Glassner not only captures the present trends and experiments going on in these areas, but has presented an in-depth background and methodology of each. The advantage of this book is that it is from perspective of someone that has pioneered developments in each of these areas. His casual writing style allows us to enter the creative thought process evaluating such diverse examples and creative relationships. This book is not for everyone. It is a challenging read with such a broad spectrum of references, nomenclature, cultures. How do you get it into one book with the continuity of a single voice? Mr. Glassner seems to have achieved it. Digital interactive storytelling is an emerging art form that incorporates and challenges traditions, conventions and techniques from all story mediums. The book, Interactive Storytelling, becomes an expert roadmap offering a well organized journey through all facets of play, games and stories. It includes critical insights into the challenges and pitfalls of each. If you are serious about participating in the creation of the future of story and interactivity, it is a must own reference. No one book has been able to cover as much at the level of detail needed to be considered an expert reference. Even though there are many complementary books on more focused aspects of story, games and play, this book serves as a central hub of how such various ideas interrelate.. After a life time of earning a living from interactivity and stories, it is good to know you can always learn more. I recommend this book to anybody training or developing content for the future of interactive of entertainment

Exploring the convergence of Games and Stories

Lots of people have been thinking recently about the holy grail of computer games, that is the melding of good quality stories with fun computer games. On the surface, this seems like it should be easy, get some good writers together with some game programmers and voila, great things should result. This excellent book shows why things are not nearly as simple as they might appear to be. The book first starts out with a basic summary of story structure peppered with examples from common movies and familiar literature. While this is a review for many, it serves as an easy read for the game programming side of the audience. It also helps establish a language so that everything can be discussed in a common way. The next section discusses all games, not just computer games and looks at some of the elements that makes these games engaging and entertaining. Also a review for many, but helpful for the author side of the audience. Finally, the really important section of the book looks at why these areas come into conflict. One fairly basic idea, which is that authors advance a story through conflict in the characters and that if a person has control of a character, they might justifiably choose to avoid conflict puts the author and the gameplayer at odds with each other. Another example shows why the commonly held notion of branching narrative structure has yet to yield a compelling experience. While many of these ideas seem obvious, it's clear that they are NOT obvious to many of the game designers out there who over and over again fall into the same traps that are described clearly in this book. The great part of this book is that it pulls together these ideas in one place, with a common language for discussion all in a clear, conversational style. While the book doesn't offer a silver bullet solution to the merging of narrative and interaction, it does show clearly where first, naive assumptions can lead to supposed solutions that simply don't work. This book is for anyone who's interested in the principles of game design from a high level, and not just pushing bits to make the next, best looking, video game. It belongs on the bookshelf along with other great explorations in the field including Chris Crawford's The art of Interactive Design.

Brings interesting ideas into the mix

This book first gives an education in the elements of storytelling and in game design. Once this basis is established, the book then delves into the various issues and contradictions involved in the idea of interactive storytelling. The first half of the book is an introduction to the fields of storytelling and of game design. While I already was fairly well informed about some areas covered, it was worth reading through, as there were interesting tidbits along the way. Glassner's writing style is engaging and enjoyable, and his frequent use of real-life examples makes even normally dry, definitional material interesting. The meat of the book is its exploration of the contradictions inherent in the idea of interactive storytelling and its proposal of some solutions. How do you resolve the idea of someone designing a story with dramatic elements yet have a player feel in control of his destiny? One extreme is the "Planescape: Torment" school of having only one story path you can follow. It can be an entertaining one, but the person playing is mostly doing tasks so that the next part of the story is revealed, vs. making the story himself. The other extreme is "The Sims", more a dollhouse than a game (though "The Sims 2" is more gamelike), where there are a few story-like elements and considerable freedom of action. Here the story is told almost entirely inside the player's head, as the player imbues his character's actions with meaning (e.g., "my character is staying home on the couch because he's depressed about his inability to get into art school"). Glassner explores what is good and bad about current offerings and offers some possible solutions. Classic problems are covered, such as how some computer game task cannot be overcome by the player, thereby breaking the story flow and also making the game unfinishable. One solution he discusses is having the game notice when such a hurdle is encountered and attempt to make the task ease up in order for the game to progress. This goes against the grain on one level, as people consider getting through some games as accomplishments; if the challenge changes depending on the player, this feeling is diluted. But if the goal is to actually allow all interested players to finish the game and the story, this solution makes perfect sense. It is the exploration of ideas like these that make the whole book a worthy addition to the literature. Is the goal of the experience being designed to tell an engaging story, or to provide the reader mental and physical challenges within some themed framework? Can both elements ever coexist? Games that purport to tell stories have, to me, been mostly a failure to date. Yes, there might be a climactic series of challenges to overcome at the end with a certain dramatic tension, but my normal feeling at finishing such games is "whew, glad that's over, it was a ton of work to overcome all those starfighters/dinosaurs/orcs at that last system/island/dungeon." Or worse yet, t
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