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

Second Person

Role-Playing and Story in Games and Playable Media

By: Pat Harrigan (Editor), Noah Wardrip-Fruin (Editor)

Paperback

Published: 31st March 2010
For Ages: 18+ years old
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Shortlisted for the 2008 Diana Jones Award. and Finalist, 2007 Front Line Awards, given by Game Developer Magazine. 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." "Second Person" features three complete tabletop role-playing games that demonstrate some of the variations possible in the form: in John Tynes's "Puppetland," players take on the roles of puppets in a land ruled by the villainous Punch; Greg Costikyan's "Bestial Acts" imports the techniques of Bertolt Brecht's theater of alienation into a dark role-playing structure; and in James Wallis's "The Extraordinary Adventures of Baron Munchausen," the gameplay revolves around spinning elaborate tales in the style of the famous raconteur. Contributors: Ian Bogost, Rebecca Borgstrom, Greg Costikyan, Chris Crawford, Paul Czege, Jeremy Douglass, Bruno Faidutti, Nick Fortugno, Gonzalo Frasca, Fox Harrell, Pat Harrigan, Keith Herber, Will Hindmarch, Kenneth Hite, Adriene Jenik, Mark Keavney, Eric Lang, Lev Manovich, Mark Marino, George R. R. Martin, Michael Mateas, Jane McGonigal, Jordan Mechner, Talan Memmott, Steve Meretzky, Erik Mona, Nick Montfort, Torill Mortensen, Stuart Moulthrop, Kim Newman, Robert Nideffer, Celia Pearce, Teri Rueb, Marie-Laure Ryan, Joseph Scrimshaw, Lee Sheldon, Emily Short, Andrew Stern, Helen Thorington, Sean Thorne, Jonathan Tweet, John Tynes, Tim Uren, James Wallis, Jill Walker, Kevin Whelan, Kevin Wilson, Adrianne Wortzel, Eric Zimmerman, Robert Zubek

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
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 * 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 * Reviews *

Dedication and Acknowledgmentsp. x
Contributorsp. xi
Introductionp. xiii
Tabletop Systems
Games, Storytelling, and Breaking the Stringp. 5
On the Wild Cards Seriesp. 15
From the Basement to the Basic Setp. 25
The Early Years of Dungeons & Dragons
Narrative Structure and Creative Tension in Call of Cthulhup. 31
On “The Haunted House”p. 41
On Character Creation in Everwayp. 45
Storytelling Games as a Creative Mediump. 47
Structure and Meaning in Role-Playing Game Designp. 57
My Life with Master: The Architecture of Protagonismp. 67
Making Games That Make Storiesp. 69
Creating a Meaning-Machine
The Deck of Stories Called Life in the Garden
Design Decisions and Concepts in Licensed Collectible Card Gamesp. 85
One Story, Many Mediap. 91
On Mystery of the Abbeyp. 95
On Life's Lotteryp. 99
Computational Fictions
The Sands of Time: Crafting a Video Game Storyp. 111
On And Then There Were Nonep. 121
On Solitairep. 125
Enlightening Interactive Fictionp. 129
Andrew Plotkin's Shade
The Creation of Floyd the Robot in Planetfallp. 137
Fretting the Player Characterp. 139
On Savoir-Fairep. 147
Pax, Writing, and Changep. 149
RE: Authoring Magrittep. 157
The Brotherhood of Bent Billiard
On Soft Cinema: Mission to Earthp. 159
On Juvenategep. 163
On Twelve Easy Lessons to Better Time Travelp. 165
Deikto: A Language for Interactive Storytellingp. 169
GRIOT's Tales of Haints and Seraphsp. 177
A Computational Narrative Generation System
Writing Facade: A Case Study in Procedural Authorshipp. 183
On The Breakup Conversationp. 209
On The ArcherÆs Flightp. 213
Real Worlds
Prismatic Playp. 221
Games as Windows on the Real World
On John Tynes's Puppetlandp. 229
Video Games Go to Washington
The Story behind The Howard Dean for Iowa Game
Political Activismp. 247
Bending the Rules
The Puppet Master Problemp. 251
Design for Real-World, Mission-Based Gaming
On A Measure for Marriagep. 265
On unexceptional.netp. 269
On Itinerantp. 273
Finding the Game in Improvised Theatersp. 279
On Adventures in Matingp. 285
Santaman's Harvest Yields Questions, orp. 289
Does a Performance Happen if It Exists in a Virtual Forest?
Me, the Otherp. 297
A Network of Quests in World of Warcraftp. 307
Communities of Playp. 311
The Social Construction of Identity in Persistent Online Game Worldsp. 319
Appendices
Puppetlandp. 333
Bestial Actsp. 349
The Extraordinary Adventures of Baron Munchausenp. 359
Contributor Biographiesp. 383
Permissionsp. 393
Indexp. 395
Table of Contents provided by Publisher. All Rights Reserved.

ISBN: 9780262514187
ISBN-10: 0262514184
Series: The MIT Press
Audience: Professional
For Ages: 18+ years old
Format: Paperback
Language: English
Number Of Pages: 432
Published: 31st March 2010
Publisher: MIT Press Ltd
Country of Publication: US
Dimensions (cm): 22.86 x 20.32  x 2.54
Weight (kg): 0.79