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

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9780262083560: Second Person: Role-Playing and Story in Games and Playable Media

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"If you hold the traditional views that games are something you play (such as chess), role playing is something you do (such as acting), and stories are something that a writer writes and a reader reads, brace yourself--this book will turn these ideas inside out. It is a thought-provoking, intimidating, revealing, and encouraging work." J. M. Artz Computing Reviews "The book is not 100 percent a how-to guide for designing better video games, but rather is a thought-provoker, spanning both the theoretical and the practical." Game Developer

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Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story--something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.Second Person--so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told--first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction--for the singular "you"--including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Faade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.

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Pat Harrigan
Editorial: MIT Press (2007)
ISBN 10: 0262083566 ISBN 13: 9780262083560
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Descripción MIT Press, 2007. HRD. Estado de conservación: New. New Book. Shipped from UK in 4 to 14 days. Established seller since 2000. Nº de ref. de la librería WM-9780262083560

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Descripción MIT Press Ltd, United States, 2007. Hardback. Estado de conservación: New. 231 x 201 mm. Language: English . Brand New Book. Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is you who plays the roles, you for whom the story is being told -- first considers tabletop games ranging from Dungeons Dragons and other RPGs with an explicit social component to Kim Newman s Choose Your Own Adventure-style novel Life s Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular you -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin s Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería AAH9780262083560

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Descripción MIT Press Ltd, United States, 2007. Hardback. Estado de conservación: New. 231 x 201 mm. Language: English . Brand New Book. Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is you who plays the roles, you for whom the story is being told -- first considers tabletop games ranging from Dungeons Dragons and other RPGs with an explicit social component to Kim Newman s Choose Your Own Adventure-style novel Life s Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular you -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade.Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin s Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería AAH9780262083560

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Descripción 2007. HRD. Estado de conservación: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Nº de ref. de la librería TM-9780262083560

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Mark C. Marino (Contributor), Pat Harrigan (Editor), Noah Wardrip-Fruin (Editor)
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Descripción The MIT Press, 2007. Hardcover. Estado de conservación: New. Nº de ref. de la librería DADAX0262083566

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Descripción The MIT Press, 2007. Hardcover. Estado de conservación: New. Nº de ref. de la librería P110262083566

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Descripción 2007. Hardback. Estado de conservación: NEW. 9780262083560 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Nº de ref. de la librería HTANDREE01141862

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Editorial: MIT Press Ltd, United States (2007)
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Descripción MIT Press Ltd, United States, 2007. Hardback. Estado de conservación: New. 231 x 201 mm. Language: English . This book usually ship within 10-15 business days and we will endeavor to dispatch orders quicker than this where possible. Brand New Book. Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story -- something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person -- so called because in these games and playable media it is you who plays the roles, you for whom the story is being told -- first considers tabletop games ranging from Dungeons Dragons and other RPGs with an explicit social component to Kim Newman s Choose Your Own Adventure-style novel Life s Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction -- for the singular you -- including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Facade.Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin s Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form. Nº de ref. de la librería BTE9780262083560

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Descripción The MIT Press. Hardcover. Estado de conservación: New. 0262083566 New Condition. Nº de ref. de la librería NEW6.0110409

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