Showing posts with label quests. Show all posts
Showing posts with label quests. Show all posts

Quests: Design, Theory, and History in Games and Narratives Review

Quests: Design, Theory, and History in Games and Narratives
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Quests: Design, Theory, and History in Games and Narratives ReviewHoward's book is a refreshing departure from the usual focus of gaming texts, which give you the option of hands-on coding tutorials or lofty academic screeds. The middle-ground presented here is full of details from literary analysis to gameplay mechanics, and proves that Howard has actually PLAYED his share of games (the same cannot be said of many university gaming professors who are often squeezed in to existing literature or computer science programs). You won't see arguments about ludology vs narratology (i.e. gameplay vs story), or a deconstruction of gaming through a narrow lens like gender politics or whatever academic focus is in vogue at the moment. Rather, Quests provides a holistic view of how to use the vast cultural repositories of myth and folklore to craft better gaming experiences.
In short, Howard is an academic seeking to improve the quality of video games. That's a noble quest indeed!Quests: Design, Theory, and History in Games and Narratives OverviewThis unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges), each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset.

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