TY - BOOK ID - 68799646 TI - Procedural storytelling in game design AU - Short, Tanya X. AU - Adams, Tarn PY - 2019 SN - 9781138595316 9781138595309 1138595314 1138595306 PB - Boca Raton : Taylor & Francis, DB - UniCat KW - Computer games KW - Level design (Computer science). KW - Design. KW - Level design (Computer science) KW - 527 KW - game KW - gamen KW - Games KW - video games KW - videogameontwikkeling (computerspelontwikkeling) KW - game design KW - storytelling KW - scenario KW - scenarioschrijven KW - Game mapping (Computer science) KW - Software architecture KW - Design KW - informatica - specifieke toepassingen KW - Video games UR - https://www.unicat.be/uniCat?func=search&query=sysid:68799646 AB - This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World's finest guide for how to begin thinking about procedural design ER -