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Quests Design, Theory, and History in Games and Narratives




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Genere:Libro
Lingua: Inglese
Pubblicazione: 04/2022
Edizione: Edizione nuova, 2° edizione





Note Editore

Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com




Sommario

A Note on the Second Edition of QuestsPreface The Audiences of this Book This Book’s Structure Four Techniques for Making Better Quests CHAPTER ONE: PART I.: DEFINITIONS, THEORIES, AND HISTORIES OF QUESTS Quests as a Bridge Between Games and Narratives Literary Definitions of Quests Moving Past the Ludology and Narratology Debate Quests, Games, and Interpretation The History and Theory of Quest Narratives Campbell, the Hero’s Journey, and Quests Northrop Frye W. H. Auden Vladimir Propp Narrative Structures Become Activities in Games The History of Quest Games Tabletop Role-Playing Games: Dungeons and Dragons Text-Based Interactive Fictions: Adventure and Zork Graphical Adventure Games: King’s Quest Action-Adventure Games: Adventure (Atari ) and The Legend of Zelda Computer Role-Playing Games Massively Multiplayer Online Role-Playing Games Indie Quests Enacted Meaning, Meaningful Action A Spectrum of Quests Meaning as Initiation Meaning as Narrative Thematic Meaning Designing Meaningful Action The Virtue System in Ultima IV Correspondences in Morrowind and Eternal Darkness Allegory and Avatars CHAPTER ONE, PART II: BEGINNING QUEST DESIGN A Sample Exercise and Design Document: Sir Gawain’s Quest Sir Gawain Design Document A. Constructing the Spaces of the Quest Through Level Design B. Setting the Stages of the Quest through Journal Updates C. Making the Objects Through Quest Items D. Designing the Challenges of the Quest Through Scripting Introduction to Quest Design Exercises: Exercise .: Overall Quest Flow Exercise .: Objects of the Quest Exercise .: Spaces of the Quest Exercise .: Characters of the Quest Game Engines, Middleware, Construction Sets, and Level Editors Tutorial .: Install Unity, Install Fungus, and Build a Flowchart CHAPTER TWO, PART I: THE SPACES OF THE QUEST Technique One for Making Better Quests: Design labyrinthine, dream-like, and surreal spaces Goal-Oriented Spaces Tiered and Leveled Spaces Outward Movement Quest Hubs, Strands, and Initiatory Space Dungeons and Labyrinths Allegorical Spaces Dream Spaces Spaces and Avatars CHAPTER TWO, PART II: LEVEL DESIGN Tutorial .: (Spaces of the Quest/Level Design): Building a Quest Space with a Modular Kit Optional but convenient sub-step: Tutorial .: Mini-map and compass Exercise .: Building the Green Knight’s Castle Exercise .: Designing an Allegorical Core Exercise .: Constructing Quest Hubs Exercise .: Building the Quest Spaces for a Dragon Battle CHAPTER THREE, PART I: THE CHARACTERS OF THE QUEST Technique Two for Making Better Quests: Develop iconic characters who motivate quests and offer choices for their outcome. Quest Characters and Archetypes (Jungian and Post-Jungian) Propp’s Dramatis Personae Quest Characters and Tarot Encounters and Dialogue CHAPTER THREE, PART II: NPC CREATION AND DIALOGUE TREES Tutorial .: Creating a custom character Exercise .: Writing Quest Dialogue CHAPTER FOUR, PART I:THE OBJECTS OF THE QUEST Technique Three for Making Better Quests: Construct symbolic objects that reveal portions of a fragmented story. Symbolic Quest Items Objects in the Souls Games The Tattoos in Planescape: Torment Quest Objects in Invisible Sun Propp and the Absent Object Hitchcock and the McGuffin Object-Oriented Programming and the Lore of Quest Items The Rod of Many Parts Conclusion CHAPTER FOUR, PART II: DESIGNING QUEST ITEMS Tutorial .: Object Creation Tutorial Exercise .: Lady Bertilak’s Girdle Exercise .: Multiple Quest Objects Exercise .: The Bed of Marvels Importing Custom Items Modeling Custom Items Exercise .: Designing Your Own Objects CHAPTER FIVE, PART I: THE CHALLENGES OF THE QUEST AND QUEST SYSTEMS Technique Four for Making Better Quests: Script challenges that allow players to enact meaning within the framework of the game’s rules. Quest Flow, Quest Systems, and Scripting Fetch Quests Combat and Kill Quests Escort Quests and Dungeon Crawls Quest Systems Main Quests and Side Quests Quest UI and Quest Journal Systems Quest Systems, Interlacing, and the Grail Saga Scripting Ambiguity and Individual Interpretations CHAPTER FIVE, PART II: SCRIPTING Outlining Sir Gawain’s Quests to Prepare for Scripting them as Gameplay Quest Challenges Scripting and Quest Systems Functions Scripting Quests Tutorial .: (Challenges of the Quest/Scripting): Creating a Quest Flowchart Step One: Step Two: Step Three: Add conditional statements to the startQuestDialogue block. Tutorial .: Scripting a Kill Quest Tutorial .: Creating and Calling Additional Flowcharts to Build Quest Chains Step One Step Two Step Three Scripts Attached to Spaces Scripting Triggers Scripting Portals Tutorial .: Creating a Portal in Unity Step Four: Add a box collider and a rigidbody to the player object. Scripts Attached to NPCs Scripting Alignment and Faction Scripts Attached to Objects Puzzles and Interpretation in Quests Scripting a Puzzle Exercise .: Scripting Gawain’s Pentagram Puzzles Exercise .: Scripting Five Kill Quests for Sir Gawain Exercise .: Scripting Sir Gawain’s Trials with Lady Bertilak CHAPTER SIX: QUESTS AND PEDAGOGY Changes in Quest Pedagogy Quest Design Workshop Quest Design Workshop, Step One: Framing Quest Design Workshop, Step One: Overall Quest Flow Quest Design Workshop, Step Two: Quest Spaces Quest Design Workshop, Step Three: Quest Characters Quest Design Workshop, Step Four: Quest Objects Quest Design Workshop, Step Five: Consolidation Comparison Exercise: Adapting The Crying of Lot as a Quest Conclusion: The Future(s) of Quest Design Appendix One: Sir Gawain and the Green Knight, Books I and II Historical Prologue Book I: Christmas in Camelot Sir Gawain and the Green Knight Book II Gawain's Journey Christmas at a Strange Castle Appendix Two: The Faerie Queen, Book One, Cantos XI and XII EDITED WITH NOTES BY GEORGE ARMSTRONG WAUCHOPE, M.A., Ph.D. PROFESSOR OF ENGLISH IN THE SOUTH CAROLINA COLLEGE CANTO XI Notes to The Faerie Queen, Cantos XI and XII Works Cited




Autore

Jeff Howard is Senior Lecturer in the Games Academy at Falmouth University in Cornwall, where he specialises in occult, metal, and Gothic themes and mechanics in games.










Altre Informazioni

ISBN:

9780367686079

Condizione: Nuovo
Dimensioni: 10 x 7 in Ø 1.23 lb
Formato: Copertina rigida
Illustration Notes:7 b/w images, 74 color images, 7 halftones and 74 color halftones
Pagine Arabe: 222


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