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Chris Crawford on Interactive Storytelling (Anglais) Broché – 6 octobre 2004

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3,8 étoiles sur 5 11 commentaires client

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Chris Crawford on Interactive Storytelling
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Descriptions du produit

Présentation de l'éditeur

As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.

Quatrième de couverture

As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging. Here to help you out (and to open your mind to ever more creative ways of producing those stories) is the man who created the cult publication The Art of Computer Game Design and who has devoted much of his career to that very topic: Chris Crawford. To highlight the path for future gains in the quest for a truly interactive story, Chris provides a solid sampling of what doesn't work, contrasting unsuccessful methodologies with those that hold promise for the future. Throughout you'll find examples of contemporary games that rely on different technologies-and learn the storytelling lessons to be garnered from each of the past methodologies. Within the context of interactive storytelling, Chris explores ways of providing conflict and challenge, the difference between low- and high-interactivity designs, the necessity to move beyond purely visual thinking (so that the player is engaged on multiple levels), and more.

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Amazon.com: 3.8 étoiles sur 5 11 commentaires
3 internautes sur 5 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Its the right orientation but I'm not sold on the application. 7 juillet 2014
Par Amazon Customer - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
I cant fault chris's passion. And he has given me much to consider in his portrait of the overall landscape of interactive storytelling. However i disagree strongly with where this book lands. Essentially that what we need is a better algorithm for storytelling. I think his direction overlooks the most obvious and simple way forward for interactive storytelling which is human to human interactivity rather than human to machine. The hard mountain to climb he alludes to is made thousands of times harder by the algorithmic way forward he proposes. For the foreseeable future we as humans are going to possess the most sophisticated decision making capabilities in existence. Start there and see where the math takes you.
0 internautes sur 1 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 An interesting book by a man with a mission 20 janvier 2013
Par Raimund Neumann - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
Chris Crawford has investigated profoundly on his quest to come up with the ideal story telling machine.
More than the realizable concepts, the energy and persistence the author is pursuing his ideas with is striking.
0 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 The real stuff 5 avril 2013
Par John H. Brown - Publié sur Amazon.com
Format: Broché Achat vérifié
Here's a discussion that makes excruciatingly clear how much ingenuity has to go into dealing with the inherent limitations of interactive programming.
15 internautes sur 15 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Will get you thinking... 3 janvier 2005
Par William D. Ogles - Publié sur Amazon.com
Format: Broché
Mr. Crawford has obviously been thinking about interactive storytelling for a while. Like his previous books, the reader will be most fufilled if they approach the material with both an open mind and a critical eye. His writing style is both his strength and weakness, in that it will likely turn away skeptical readers quickly, but allows for a very dense amount of information for a book this size, without a lot of meandering and wishy-washy blather. You probably won't agree with him on everything, but certainly every assertion he makes is worth pondering over.

The possibilities of this medium are exciting to just about anyone, but there have continued to be a set of Hard problems that cause theorists to continue to stumble. Crawford proposes that many of these problems are too hard to think about solving anytime soon, or are indeed impossible to solve. Instead, he provides creative abstractions that obviate the problems so that we can get someplace tantalizingly close to a workable model.

The biggest problem with this being that there are no examples. Crawford's assertions are indeed well thought-out and documented, but there is no concrete back-up. I find this forgivable however, considering that even though the ideas are not entirely complete, they do tackle many problems head-on that previously went unanswered.

Another minor point is that while much time is spent on the inner mechanics of a theoretical storytelling engine, little time is spent on how these stories might actually be presented to the user. I believe this to have a pretty significant impact on how the engine might work. One can imagine many possibilities for how interactive stories might be protrayed, and this certainly has an impact on how they would be perceived.

A dense, exciting book that particuarly those in the games industry should read and think about. I look forward to his future work.
1 internautes sur 11 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 Why did ANYONE give this a 5 Star? 30 janvier 2014
Par C. Jack - Publié sur Amazon.com
Format: Broché Achat vérifié
This book was SO tedious, boring and PAINFUL to try to get through, that I just gave up and donated it to Good Will. There are MUCH better books out there that demystify storytelling...and this one isn't it. Really, it isn't rocket science but you'd never know that by this book.
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