Quests: Design, Theory, and History in Games and Narratives (2)
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- Synopsis
- 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
- Copyright:
- 2022
Book Details
- Book Quality:
- Publisher Quality
- Book Size:
- 222 Pages
- ISBN-13:
- 9781000576450
- Related ISBNs:
- 9780367686048, 9780367686079, 9781003138266
- Publisher:
- CRC Press
- Date of Addition:
- 04/28/22
- Copyrighted By:
- Taylor & Francis Group, LLC, CRC Press is an imprint of Taylor & Francis Group, LLC, Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or
- Adult content:
- No
- Language:
- English
- Has Image Descriptions:
- No
- Categories:
- Nonfiction, Art and Architecture, Computers and Internet, Science Fiction and Fantasy, Technology
- Submitted By:
- Bookshare Staff
- Usage Restrictions:
- This is a copyrighted book.
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