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Worldbuilding for Game Designers [Hardcover]

$207.99       (Free Shipping)
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  • Category: Books (Games)
  • Author:  Dee, Steve
  • Author:  Dee, Steve
  • ISBN-10:  1032862297
  • ISBN-10:  1032862297
  • ISBN-13:  9781032862293
  • ISBN-13:  9781032862293
  • Publisher:  CRC Press
  • Publisher:  CRC Press
  • Pages:  298
  • Pages:  298
  • Binding:  Hardcover
  • Binding:  Hardcover
  • SKU:  1032862297-11-MPOD
  • SKU:  1032862297-11-MPOD
  • Item ID: 107118551
  • Seller: ShopSpell
  • Ships in: 2 business days
  • Transit time: Up to 5 business days
  • Delivery by: Oct 08 to Oct 10
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

Part One: General Principles, 1.???? Worlds Must Be Built to Purpose, 2.???? Setting Exists To Communicate Mechanics, 3.???? Worlds and Games Are Built On Narratives, 4.???? World Building is Character Building, 5.???? Astrology not Astronomy, 6.???? Realism and Believability, 7.???? Keep Asking Questions, 8.???? Question Everything, 9.???? Reality is Your Muse, 10.? Keeping Asking People, 11.? Rigidly Defined Areas of Doubt and Uncertainty, 12.? Embodiment and Anthropology, Part Two: Breaking Ground, 13.? Extrinsic and Intrinsic Worldbuilding, 14.? Start Small and End Small, 15.? Go Big and Go Home, 16.? The Richard Scarry Interrogative, 17.? Gods and Monsters, 18.? The Map is not the Territory, 19.? Genesis and the Bible, 20.? Top Down&, 21.? &and Bottom Up, 22.? The Spongebob Technique, 23.? Good vs Evil and Other Popular Brands, 24.? Psychographics and Psychodrama, 25.? Plot Armour and Railroading, Part Three: Developing Your World, 26.? Never Say Never Again, 27.? Pipe and How To Lay It, 28.? The Slice of Life, 29.? Signs and Signifiers, 30.? Synecdoche and Statistics, 31.? A Game Is A Map, 32.? Teaching and Example, 33.? The Jimmy Olsen Blues, 34.? The Ray Arnold Principle, 35.? Filling the Fractal, 36.? Borrowing, Stealing and Appropriating, 37.? Lawyers, Puns and Money

Our modern world is dominated by giant media companies, and increasingly they dont so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both.

Our modern world is dominated by giant media companies, and increasingly they dont so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both. As yet, however, the art of buildil#°

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