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Bibliografická citace

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BK
Cambridge : MIT Press, c2007
xv, 408 s. : il. ; 23 cm

ISBN 978-0-262-51418-7 (dotisk ; brož.)
Popsáno dle dotisku vydaného v roce 2010
Obsahuje bibliografie a rejstřík
000245791
x. Dedication and Acknowledgments // xi. Contributors // xiii. Introduction // 1 I. TABLETOP SYSTEMS // 5 Greg Costikyan: Games, Storytelling, and Breaking the String // 15 George R. R. Martin: On the Wild Cards Series // 25 Erik Mona: From the Basement to the Basic Set: // The Early Years of Dungeons & Dragons // 31 Kenneth Hite: Narrative Structure and Creative Tension in Call of Cthulhu // 41 Keith Herber: On "The Haunted House" // 45 Jonathan Tweet: On Character Creation in Everway // 47 Will Hindmarch: Storytelling Games as a Creative Medium // 57 Rebecca Borgstrom: Structure and Meaning in Role-Playing Game Design // 67 Paul Czege: My Life with Master: The Architecture of Protagonism // 69 James Wallis: Making Games That Make Stories // 81 Eric Zimmerman: Creating a Meaning-Machine: The Deck of Stories Called Life in the Garden // 85 Eric Lang (with Pat Harrigan): Design Decisions and Concepts in Licensed Collectible Card Games // 91 Kevin Wilson: One Story, Many Media // 95 Bruno Faidutti: On Mystery of the Abbey // 99 Kim Newman: On Life’s Lottery // 107 II. COMPUTATIONAL FICTIONS // 111 Jordan Mechner: The Sands of Time: Crafting a Video Game Story // 121 Lee Sheldon: On And Then There Were None // 125 Helen Thorington: On Solitaire // 129 Jeremy Douglass: Enlightening Interactive Fiction: Andrew Plotkin’s Shade // 137 Steve Meretzky: The Creation of Floyd the Robot in Planetfall // 139 Nick Montfort: Fretting the Player Character // 147 Emily Short: On Savoir-Faire // 149 Stuart Moulthrop: Pax, Writing, and Change // 157 Talan Memmott: RE: Authoring Magritte: The Brotherhood of Bent Billiard // 159 Lev Manovich: On Soft Cinema: Mission to Earth // 163 Marie-Laure Ryan: On Juvenate // 165 Mark C. Marino: On Twelve Easy Lessons to Better Time Travel // 169 Chris Crawford: Deikto: A Language for Interactive Storytelling // 177 D. Fox Harrell: GRIOT’s Tales of Haints and Seraphs: A Computational Narrative Generation System //
183 Michael Mateas and Andrew Stern: Writing Fagade: A Case Study in Procedural Authorship // 209 Robert Zubek: On The Breakup Conversation // 213 Mark Keavney: On The Archeťs Flight // 217 III. REAL WORDLS // 221 John Tynes: Prismatic Play: Games as Windows on the Real World // 229 Sean Thome: On John Tynes’s Puppetland // 233 Ian Bogost and Gonzalo Frasca: Video Games Go to Washington: The Story behind The Howard Dean for Iowa Game // 247 Kevin Whelan: Political Activism: Bending the Rules // 251 Jane McGonigal: The Puppet Master Problem: Design for Real-World, Mission-Based Gaming // 265 Nick Fortugno: On A Measure for Marriage // 269 Robert Nideffer: On unexceptional.net // 273 Teri Rueb: On Itinerant // 279 Tim Uren: Finding the Game in Improvised Theater // 285 Joe Scrimshaw: On Adventures in Mating // 289 Adriene Jenik: Santaman’s Harvest Yields Questions, or Does a Performance Happen if It Exists in a Virtual Forest? // 297 Torill Elvira Mortensen: Me, the Other // 307 Jill Walker: A Network of Quests in World of Warcraft // 311 Celia Pearce and Artemesia: Communities of Play: The Social Construction of Identity in Persistent Online Game Worlds // 319 Adriannę Wortzel: Eliza Redux // 331 IV. APPENDICES // 333 Appendix A: Puppetland by John Tynes // 349 Appendix B: Bestial Acts by Greg Costikyan // 359 Appendix C: The Extraordinary Adventures of Baron Munchausen by James Wallis // 383 Contributor Biographies // 393 Permissions // 395 Index

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