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Second Person: Role-Playing and Story in Games and Playable Media

edited by Pat Harrigan and Noah Wardrip-Fruin ; designed by Michael Crumpton
Format
Book
Published
Cambridge, Mass. : MIT Press, c2007.
Language
English
ISBN
0262083566 (alk. paper), 9780262083560 (alk. paper), 9780262514187, 0262514184
Related Resources
Table of contents Table of contents
Contents
  • I. Tabletop systems. Games, storytelling, and breaking the string / Greg Costikyan ; On the Wild Card series / George R.R. Martin ; From the basement to the basic set : the early years of Dungeons and Dragons / Erik Mona ; Narrative structure and creative tension in Call of Cthulhu / Kenneth Hite ; On "The Haunted House" / Keith Herber ; On character creation in Everway / Jonathan Tweet ; Storytelling games as a creative medium / Will Hindmarch ; Structure and meaning in role-playing game design / Rebecca Borgstrom ; My Life with Master : the architecture of protagonism / Paul Czege ; Making games that make stories / James Wallis ; Creating a meaning-machine : the deck of stories called Life in the Garden / Eric Zimmerman ; Designing decisions and concepts in licensed collectible card games / Eric Lang (with Pat Harrigan) ; One story, many media / Kevin Wilson ; On Mystery in the Abbey / Bruno Faidutti ; On Life's Lottery / Kim Newman
  • II. Computational fictions. Sands of Time : crafting a video game story / Jordan Mechner ; On And Then There Were None / Lee Sheldon ; On Solitaire / Helen Thorington ; Enlightening interactive fiction : Andrew Plotkin's Shade / Jeremy Douglass ; Creation of Floyd the robot in Planetfall / Steve Meretzky ; Fretting the player character / Nick Montfort ; On Savoir-Faire / Emily Short ; Pax, writing, and change / Stuart Moulthrop ; RE: authoring Magritte : The Brotherhood of Bent Billiard / Talan Memmott ; On soft cinema : Mission to Earth / Lev Manovich ; On Juvenate / Maríe-Laure Ryan ; On Twelve Easy Lessons to Better Time Travel / Mark C. Marino ; Deikto : a language for interactive storytelling / Chris Crawford ; GRIOT's tales of haints and seraphs : a computational narrative generation system / D. Fox Harrell ; Writing Façade : a case study in procedural authorship / Michael Mateas and Andrew Stern ; On The Breakup Conversation / Robert Zubek ; On The Archer's Flight / Mark Keavney.
  • III. Real worlds. Prismatic play : games as windows on the real world / John Tynes ; On John Tynes's Puppetland / Sean Thorne ; Video games go to Washington : the story behind The Howard Dean for Iowa Game / Ian Bogost and Gonzalo Frasca ; Political activism : bending the rules / Kevin Whelan ; Puppet master problem : design for real-world, mission-based gaming / Jane McGonigal ; On A Measure for Marriage / Nick Fortugno ; On unexceptional.net / Robert Nideffer ; On Itinerant / Teri Rueb ; Finding the game in improvised theater / Tim Uren ; On Adventures in Mating / Joe Scrimshaw ; Santaman's Harvest yields questions, or does a performance happen if it exists in a virtual forest? / Adriene Jenik ; Me, the other / Torill Elvira Mortensen ; Network of quests in World of Warcraft / Jill Walker ; Communities of play : the social construction of identity in persistent online game worlds / Celia Pearce and Artemesia ; Eliza Redux / Adrianne Wortzel
  • IV. Appendices. Appendix A: Puppetland / by John Tynes ; Appendix B: Bestial acts / by Greg Costikyan ; Appendix C: The extraordinary adventures of Baron Munchausen / by James Wallis
  • Contributor biographies.
Description
xv, 408 p. : ill. ; 23 cm.
Notes
Includes bibliographical references and index.
Technical Details
  • Access in Virgo Classic
  • Staff View

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    g| I. Tabletop systems. t| Games, storytelling, and breaking the string / r| Greg Costikyan ; t| On the Wild Card series / r| George R.R. Martin ; t| From the basement to the basic set : the early years of Dungeons and Dragons / r| Erik Mona ; t| Narrative structure and creative tension in Call of Cthulhu / r| Kenneth Hite ; t| On "The Haunted House" / r| Keith Herber ; t| On character creation in Everway / r| Jonathan Tweet ; t| Storytelling games as a creative medium / r| Will Hindmarch ; t| Structure and meaning in role-playing game design / r| Rebecca Borgstrom ; t| My Life with Master : the architecture of protagonism / r| Paul Czege ; t| Making games that make stories / r| James Wallis ; t| Creating a meaning-machine : the deck of stories called Life in the Garden / r| Eric Zimmerman ; t| Designing decisions and concepts in licensed collectible card games / r| Eric Lang (with Pat Harrigan) ; t| One story, many media / r| Kevin Wilson ; t| On Mystery in the Abbey / r| Bruno Faidutti ; t| On Life's Lottery / r| Kim Newman -- g| II. Computational fictions. t| Sands of Time : crafting a video game story / r| Jordan Mechner ; t| On And Then There Were None / r| Lee Sheldon ; t| On Solitaire / r| Helen Thorington ; t| Enlightening interactive fiction : Andrew Plotkin's Shade / r| Jeremy Douglass ; t| Creation of Floyd the robot in Planetfall / r| Steve Meretzky ; t| Fretting the player character / r| Nick Montfort ; t| On Savoir-Faire / r| Emily Short ; t| Pax, writing, and change / r| Stuart Moulthrop ; t| RE: authoring Magritte : The Brotherhood of Bent Billiard / r| Talan Memmott ; t| On soft cinema : Mission to Earth / r| Lev Manovich ; t| On Juvenate / r| Maríe-Laure Ryan ; t| On Twelve Easy Lessons to Better Time Travel / r| Mark C. Marino ; t| Deikto : a language for interactive storytelling / r| Chris Crawford ; t| GRIOT's tales of haints and seraphs : a computational narrative generation system / r| D. Fox Harrell ; t| Writing Façade : a case study in procedural authorship / r| Michael Mateas and Andrew Stern ; t| On The Breakup Conversation / r| Robert Zubek ; t| On The Archer's Flight / r| Mark Keavney.
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    g| III. Real worlds. t| Prismatic play : games as windows on the real world / r| John Tynes ; t| On John Tynes's Puppetland / r| Sean Thorne ; t| Video games go to Washington : the story behind The Howard Dean for Iowa Game / r| Ian Bogost and Gonzalo Frasca ; t| Political activism : bending the rules / r| Kevin Whelan ; t| Puppet master problem : design for real-world, mission-based gaming / r| Jane McGonigal ; On A Measure for Marriage / r| Nick Fortugno ; t| On unexceptional.net / r| Robert Nideffer ; t| On Itinerant / r| Teri Rueb ; t| Finding the game in improvised theater / r| Tim Uren ; t| On Adventures in Mating / r| Joe Scrimshaw ; t| Santaman's Harvest yields questions, or does a performance happen if it exists in a virtual forest? / r| Adriene Jenik ; t| Me, the other / r| Torill Elvira Mortensen ; t| Network of quests in World of Warcraft / r| Jill Walker ; t| Communities of play : the social construction of identity in persistent online game worlds / r| Celia Pearce and Artemesia ; t| Eliza Redux / r| Adrianne Wortzel -- g| IV. Appendices. Appendix A: Puppetland / by John Tynes ; Appendix B: Bestial acts / by Greg Costikyan ; Appendix C: The extraordinary adventures of Baron Munchausen / by James Wallis -- Contributor biographies.
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    a| Electronic games.
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    a| Role playing.
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