aller au contenu
Second person : role-playing and story in games and playable media Aperçu de cet ouvrage
FermerAperçu de cet ouvrage
Vérifiant…

Second person : role-playing and story in games and playable media

Auteur : Noah Wardrip-Fruin; Pat Harrigan
Éditeur : Cambridge, Mass. ; London : MIT Press, 2010.
Édition/format :   Livre : AnglaisVoir toutes les éditions et les formats
Base de données :WorldCat
Résumé :
Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations,  Lire la suite...
Évaluation :

(pas encore évalué) 0 avec des critiques - Soyez le premier.

Sujets
Plus comme ceci

 

Trouver un exemplaire dans la bibliothèque

&AllPage.SpinnerRetrieving; Recherche de bibliothèques qui possèdent cet ouvrage...

Détails

Format : Livre
Tous les auteurs / collaborateurs : Noah Wardrip-Fruin; Pat Harrigan
ISBN : 0262514184 9780262514187
Numéro OCLC : 867012398
Notes : Originally published: 2007.
Récompenses : Shortlisted for Game Developer Front Line Book Award 2007.
Description : xv, 408 p. : ill. ; 23 cm.
Contenu : Games, storytelling, and breaking the string / Greg Costikyan --
On the Wild Card series / George R. R. Martin --
From the basement to the basic set : the early years of Dungeons and Dragons / Erik Mona --
Narrative structure and creative tension in Call of Cthulhu / Kenneth Hite --
On "The Haunted House" / Keith Herber --
On character creation in Everway / Jonathan Tweet --
Storytelling games as a creative medium / Will Hindmarch --
Structure and meaning in role-playing game design / Rebecca Borgstrom --
My Life with Master : the architecture of protagonism / Paul Czege --
Making games that make stories / James Wallis --
Creating a meaning-machine : the deck of stories called Life in the Garden / Eric Zimmerman --
Designing decisions and concepts in licensed collectible card games / Eric Lang (with Pat Harrigan) --
One story, many media / Kevin Wilson --
On Mystery in the Abbey / Bruno Faidutti --
On Life's Lottery / Kim Newman --
The Sands of Time : crafting a video game story / Jordan Mechner --
On And Then There Were None / Lee Sheldon --
On Solitaire / Helen Thorington --
Enlightening interactive fiction : Andrew Plotkin's Shade / Jeremy Douglass --
Creation of Floyd the robot in Planetfall / Steve Meretzky --
Fretting the player character / Nick Montfort --
On Savoir-Faire / Emily Short --
Pax, writing, and change / Stuart Moulthrop --
RE: authoring Magritte : The Brotherhood of Bent Billiard / Talan Memmott --
On soft cinema : Mission to Earth / Lev Manovich --
On Juvenate / Maríe-Laure Ryan --
On Twelve Easy Lessons to Better Time Travel / Mark C. Marino --
Deikto : a language for interactive storytelling / Chris Crawford --
GRIOT's tales of haints and seraphs : a computational narrative generation system / D. Fox Harrell --
Writing Façade : a case study in procedural authorship / Michael Mateas and Andrew Stern --
On The Breakup Conversation / Robert Zubek --
On The Archer's Flight / Mark Keavney --
Prismatic play : games as windows on the real world / John Tynes --
On John Tynes's Puppetland / Sean Thorne --
Video games go to Washington : the story behind The Howard Dean for Iowa Game / Ian Bogost and Gonzalo Frasca --
Political activism : bending the rules / Kevin Whelan --
Puppet master problem : design for real-world, mission-based gaming / Jane McGonigal --
On A Measure for Marriage / Nick Fortugno --
On unexceptional.net / Robert Nideffer --
On Itinerant / Teri Rueb --
Finding the game in improvised theater / Tim Uren --
On Adventures in Mating / Joe Scrimshaw --
Santaman's Harvest yields questions, or does a performance happen if it exists in a virtual forest? / Adriene Jenik --
Me, the other / Torill Elvira Mortensen --
Network of quests in World of Warcraft / Jill Walker --
Communities of play : the social construction of identity in persistent online game worlds / Celia Pearce and Artemesia --
Eliza Redux / Adrianne Wortzel.
Responsabilité : edited by Pat Harrigan and Noah Wardrip-Fruin.

Résumé :

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer  Lire la suite...

Critiques

Critiques éditoriales

Synopsis de l’éditeur

"If you hold the traditional views that games are something you play (such as chess), role playing is something you do (such as acting), and stories are something that a writer writes and a reader Lire la suite...

 
Critiques d’utilisateurs
Récupération des critiques de GoodReads...
Récuperation des critiques DOGObooks…

Tags

Soyez le premier.

Ouvrages semblables

Sujets associés :(3)

Listes d’utilisateurs dans lesquelles cet ouvrage apparaît (1)

Confirmez cette demande

Vous avez peut-être déjà demandé cet ouvrage. Veuillez sélectionner OK si vous voulez poursuivre avec cette demande quand même.

Données liées


<http://www.worldcat.org/oclc/867012398>
library:oclcnum"867012398"
library:placeOfPublication
library:placeOfPublication
library:placeOfPublication
owl:sameAs<info:oclcnum/867012398>
rdf:typeschema:Book
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
<http://id.worldcat.org/fast/975995>
rdf:typeschema:Intangible
schema:name"Interactive multimedia"@en
schema:name"Interactive multimedia."@en
schema:contributor
schema:contributor
schema:datePublished"2010"
schema:description"Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.Second Person--so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told--first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction--for the singular "you"--including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form."@en
schema:exampleOfWork<http://worldcat.org/entity/work/id/793203675>
schema:inLanguage"en"
schema:name"Second person : role-playing and story in games and playable media"@en
schema:numberOfPages"408"
schema:publisher
schema:url
schema:workExample
umbel:isLike<http://bnb.data.bl.uk/id/resource/GBB028853>

Content-negotiable representations

Fermer la fenêtre

Veuillez vous identifier dans WorldCat 

Vous n’avez pas de compte? Vous pouvez facilement créer un compte gratuit.