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






[PDF.ya44] Quests: Design, Theory, and History in Games and Narratives
Rating: 4.83 (526 Votes)

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 | #1507376 in Books |  A K Peters/CRC Press |  2008-01-26 | Original language:English | PDF # 1 |  9.10 x.50 x7.50l,.94 | File type: PDF | 230 pages

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||9 of 10 people found the following review helpful.| Nice ballance betwen theory and practice|By L. oliveira|(First of all, English is not my language... so I will try to write this review the best I can.. sorry for mispellings) I bought this book for my master degree studies and I was surprised with the theoretical analisis mixed with practice... the author get a nice mix of both and made a great analisis of quest's history and| ||Certain scholars like Jeff Howard ... and Matt Barton ... have written rich, analytical, and well-annotated books on the subject, and I will use both in my course.|―Michael Abbott, Brainy Gamer, April 2008 |It's an unusual book, but an illuminating one

This 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.

Howard has created a Syllabus, designed for a college-level course, that instructors can use and...



You easily download any file type for your gadget.Quests: Design, Theory, and History in Games and Narratives   |  Jeff Howard. Just read it with an open mind because none of us really know.

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