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If the overall topic of storytelling in games (or anywhere else) is important to you, and if you are looking for a tightly-written soup-to-nuts handbook, you have come to the right place!Developed over many years, Inducing Reality: The Holy Grail of Storytelling in Video Games was originally published on ttlg.com and other gaming websites. Now in print, this updated paperback edition (October 2020) describes the universal hardwired rules of storytelling and offers a practical handbook for telling your stories in movies, stage plays, novels, and of course – video games.Out of pure necessity, senior game designers tend to focus on technical skills such as Maya modeling, C++ programming, motion-capture, and sound editing – and a systematic study of storytelling is often lost in the shuffle. With bite-sized sections and clear examples, Inducing Reality: The Holy Grail of Storytelling in Video Games offers the busy game designer (or anyone else interested in storytelling) a rapid way to learn the essentials.As consumers of stories, many assume that we can learn what we need to know about storytelling through sheer osmosis. Yet as it turns out, being a consumer of stories does not tell us how to produce a story. A consumer of stories is like someone who excels at navigating a busy city, whereas a producer of stories is like a civil engineer who develops tunnels, roads, and bridges. Even though people can recognize a great story when they see one, the rules for designing a story are far from obvious, and our natural ability to enjoy a story does not tell us how to design a story from scratch.Even if you are well-aware of storytelling theory – if you are developing a story based on human or human-like characters for a game, movie, play, or novel – Inducing Reality: The Holy Grail of Storytelling in Video Games offers a concise and useful way to polish and update your skills.