Quests

Design, Theory, and History in Games and Narratives

Specificaties
Paperback, 222 blz. | Engels
CRC Press | 2e druk, 2022
ISBN13: 9780367686048
Rubricering
CRC Press 2e druk, 2022 9780367686048
Verwachte levertijd ongeveer 11 werkdagen

Samenvatting

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

Specificaties

ISBN13:9780367686048
Taal:Engels
Bindwijze:Paperback
Aantal pagina's:222
Uitgever:CRC Press
Druk:2

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