Character Development and Storytelling for Games by Lee SheldonCharacter Development and Storytelling for Games by Lee Sheldon

Character Development and Storytelling for Games

byLee Sheldon

Paperback | June 15, 2004

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This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them. All any writer can do when he wants to share his knowledge with others is be as open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing. It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. --Lee Sheldon, Author
Lee Sheldon is Associate Professor and Co-Director of the Games and Simulation Arts and Sciences program at Rensselaer Polytechnic Institute. He has written and designed more than two dozen commercial and applied video games and MMOs. His most recent book from Course Technology PTR is The Multiplayer Classroom: Designing Coursework as ...
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Title:Character Development and Storytelling for GamesFormat:PaperbackDimensions:488 pages, 9 × 7.3 × 1.3 inPublished:June 15, 2004Publisher:Course Technology PTRLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1592003532

ISBN - 13:9781592003532

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Table of Contents

IntroductionPart I: Background1. Myths and Equations2. The Story Remains the SamePart II: Creating Characters3. Respecting Characters4. Character Roles5. Character Traits6. Character EncountersPart III: Telling a Story7. Once Upon a Time8. Respecting Story9. Bringing the Story to Life10. Charting New Territory11. Story Chiropractics 12. Editing13. The Roots of New Storytelling14. Modular StorytellingPart IV: Games People Play15. Game Types16. Game Genres17. Console Games18. Bringing Virtual Worlds to Life19. Enabling a Story in Virtual WorldsPart V: Reflections20. The Responsible WriterPart VI: AppendicesAppendix A: Opinionated BibliographyAppendix B: Developer Primer on Building Writing TeamsIndex