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

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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.
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 "Nice ballance betwen theory and practice" 2009-10-02
By L. oliveira (São Carlos, SP, Brasil.)
(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 theory.

The only thing I don't like too mutch is the design of text that used just a portion of the paper... there is too mutch blank area in this print... but could be nice to someone who likes to make annotations over the text...

The book I've bought was a used one, but the conditions are very good... just like a new one... so... that's it... a good book for those who want to learn more about quests, or who want to design better quests...




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