Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382757
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
What Is Your Quest?
Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382757
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Publisher: University of Iowa Press
ISBN: 1609382757
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Quests
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
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
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
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
Wrath of the Behemoth
Author: Ryan Allaby
Publisher: iUniverse
ISBN: 0595407374
Category : Juvenile Fiction
Languages : en
Pages : 230
Book Description
Do you want to be the hero of your very own adventure? Then Wrath of the Behemoth: An Adventure Quest Game Book is for you In a mysterious and barren land, a great evil has been unleashed in an effort to seize control of one of the world's vast continents. The Behemoth's wrath has destroyed crops, turned people's lives into nightmares, and robbed the kingdom of its powerful secret treasure, the Ice Crystals. You have been asked by the great King of Drachna to save the realm from the Behemoth and return the Ice Crystals to their home. Now saturated with wickedness, the land you travel is rife with treachery. You will need to be strong, smart, and even a little lucky as many devious beasts will attempt to foil your plans. Your mystical quest will take you across a great diversified landscape and engage you with many challenges and decisions every step of the way . until you ultimately face the supreme evil. Will you succeed in returning the Ice Crystals, or will the fiendish Behemoth triumph?
Publisher: iUniverse
ISBN: 0595407374
Category : Juvenile Fiction
Languages : en
Pages : 230
Book Description
Do you want to be the hero of your very own adventure? Then Wrath of the Behemoth: An Adventure Quest Game Book is for you In a mysterious and barren land, a great evil has been unleashed in an effort to seize control of one of the world's vast continents. The Behemoth's wrath has destroyed crops, turned people's lives into nightmares, and robbed the kingdom of its powerful secret treasure, the Ice Crystals. You have been asked by the great King of Drachna to save the realm from the Behemoth and return the Ice Crystals to their home. Now saturated with wickedness, the land you travel is rife with treachery. You will need to be strong, smart, and even a little lucky as many devious beasts will attempt to foil your plans. Your mystical quest will take you across a great diversified landscape and engage you with many challenges and decisions every step of the way . until you ultimately face the supreme evil. Will you succeed in returning the Ice Crystals, or will the fiendish Behemoth triumph?
The Naughtiest Girl: Naughtiest Girl Helps A Friend
Author: Anne Digby
Publisher: Hodder Children's Books
ISBN: 1844569543
Category : Juvenile Fiction
Languages : en
Pages : 71
Book Description
In Enid Blyton's bestselling school series Elizabeth Allen is sent away to boarding school and makes up her mind to be the naughtiest pupil there's ever been. In book six, the school goes camping and the Naughtiest Girl means to be well-behaved. But horrible Arabella is sleeping in the very same tent and busy stirring up trouble for Elizabeth's best friend, Joan ... Between 1940 and 1952, Enid Blyton wrote four novels about Naughtiest Girl, Elizabeth Allen. Books 5-10 are authorised sequels of the series written by Anne Digby in 1999. Both cover and inside illustrations were created by Kate Hindley in 2014. Bonus material: A rare, complete serial story about a very special school. An interview with Enid Blyton about her school days. Enid Blyton's experiences as a teacher. A timeline of the author's life. Photos from Enid Blyton's younger days.
Publisher: Hodder Children's Books
ISBN: 1844569543
Category : Juvenile Fiction
Languages : en
Pages : 71
Book Description
In Enid Blyton's bestselling school series Elizabeth Allen is sent away to boarding school and makes up her mind to be the naughtiest pupil there's ever been. In book six, the school goes camping and the Naughtiest Girl means to be well-behaved. But horrible Arabella is sleeping in the very same tent and busy stirring up trouble for Elizabeth's best friend, Joan ... Between 1940 and 1952, Enid Blyton wrote four novels about Naughtiest Girl, Elizabeth Allen. Books 5-10 are authorised sequels of the series written by Anne Digby in 1999. Both cover and inside illustrations were created by Kate Hindley in 2014. Bonus material: A rare, complete serial story about a very special school. An interview with Enid Blyton about her school days. Enid Blyton's experiences as a teacher. A timeline of the author's life. Photos from Enid Blyton's younger days.
The Naughtiest Girl: Naughtiest Girl Saves The Day
Author: Anne Digby
Publisher: Hodder Children's Books
ISBN: 1844569551
Category : Juvenile Fiction
Languages : en
Pages : 73
Book Description
In Enid Blyton's bestselling school series Elizabeth Allen is sent away to boarding school and makes up her mind to be the naughtiest pupil there's ever been. In book seven, the school's strawberry plants are vandalised and a lost blazer button at the scene of the crime leads straight to the Naughtiest Girl. It is hers, but how did it get there - and why would anyone want to pin the blame on Elizabeth? Between 1940 and 1952, Enid Blyton wrote four novels about Naughtiest Girl, Elizabeth Allen. Books 5-10 are authorised sequels of the series written by Anne Digby in 1999. Both cover and inside illustrations were created by Kate Hindley in 2014. Bonus material: A rare, complete serial story about a very special school. An interview with Enid Blyton about her school days. Enid Blyton's experiences as a teacher. A timeline of the author's life. Photos from Enid Blyton's younger days.
Publisher: Hodder Children's Books
ISBN: 1844569551
Category : Juvenile Fiction
Languages : en
Pages : 73
Book Description
In Enid Blyton's bestselling school series Elizabeth Allen is sent away to boarding school and makes up her mind to be the naughtiest pupil there's ever been. In book seven, the school's strawberry plants are vandalised and a lost blazer button at the scene of the crime leads straight to the Naughtiest Girl. It is hers, but how did it get there - and why would anyone want to pin the blame on Elizabeth? Between 1940 and 1952, Enid Blyton wrote four novels about Naughtiest Girl, Elizabeth Allen. Books 5-10 are authorised sequels of the series written by Anne Digby in 1999. Both cover and inside illustrations were created by Kate Hindley in 2014. Bonus material: A rare, complete serial story about a very special school. An interview with Enid Blyton about her school days. Enid Blyton's experiences as a teacher. A timeline of the author's life. Photos from Enid Blyton's younger days.
Neverending Stories
Author: R. Lyle Skains
Publisher: Bloomsbury Publishing USA
ISBN: 1501364936
Category : Social Science
Languages : en
Pages : 289
Book Description
Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
Publisher: Bloomsbury Publishing USA
ISBN: 1501364936
Category : Social Science
Languages : en
Pages : 289
Book Description
Digital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity-dating to the origins of the print novel-to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
Famous Five 2: Five Go Adventuring Again
Author: Enid Blyton
Publisher: Hachette Children's
ISBN: 1844569608
Category : Juvenile Fiction
Languages : en
Pages : 116
Book Description
Julian, Dick, Anne, George and Timmy the dog find excitement and adventure wherever they go in Enid Blyton's most popular series. In their second adventure, the Famous Five find a thief at Kirrin Cottage. They think they know who it is, but need to prove it. Will the discovery of a very old map help uncover the true culprit? The text in this edition has been sensitively edited for today's reader and is unillustrated.
Publisher: Hachette Children's
ISBN: 1844569608
Category : Juvenile Fiction
Languages : en
Pages : 116
Book Description
Julian, Dick, Anne, George and Timmy the dog find excitement and adventure wherever they go in Enid Blyton's most popular series. In their second adventure, the Famous Five find a thief at Kirrin Cottage. They think they know who it is, but need to prove it. Will the discovery of a very old map help uncover the true culprit? The text in this edition has been sensitively edited for today's reader and is unillustrated.
The Evolution of Fantasy Role-Playing Games
Author: Michael J. Tresca
Publisher: McFarland
ISBN: 0786460091
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Publisher: McFarland
ISBN: 0786460091
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Media Materialities
Author: Iain A. Taylor
Publisher: Intellect Books
ISBN: 1789388198
Category : Social Science
Languages : en
Pages : 425
Book Description
Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which provide expansive discussions of perspectives on media and materiality. It considers a range of media artefacts such as 8mm film, board games maps, videogames, cassette tapes, transistor radios and Twitter, amongst others. These are punctuated with a number of short takes – less formal, often personal takes exploring the meanings of media in context. We seek to consider the materialities which emerge across the broad and variegated range of the term’s use, and to create spaces for conversation and debate about the implications that this plurality of material meanings might have for the study of study of media, culture, and society.
Publisher: Intellect Books
ISBN: 1789388198
Category : Social Science
Languages : en
Pages : 425
Book Description
Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which provide expansive discussions of perspectives on media and materiality. It considers a range of media artefacts such as 8mm film, board games maps, videogames, cassette tapes, transistor radios and Twitter, amongst others. These are punctuated with a number of short takes – less formal, often personal takes exploring the meanings of media in context. We seek to consider the materialities which emerge across the broad and variegated range of the term’s use, and to create spaces for conversation and debate about the implications that this plurality of material meanings might have for the study of study of media, culture, and society.
The Mary Dawson Game Book
Author: Mary Dawson
Publisher:
ISBN:
Category : Entertaining
Languages : en
Pages : 836
Book Description
Publisher:
ISBN:
Category : Entertaining
Languages : en
Pages : 836
Book Description