Wednesday, January 14, 2009

Oracle 10g Developer or Character Development and Storytelling for Games

Oracle 10g Developer: PL/SQL Programming

Author: Joan Casteel

Learn how to use the PL/SQL programming language effectively, using one of the most popular and widely-used software programs in large companies today. Oracle 10g Developer: PL/SQL Programming uses Oracle 10g to provide an overview of the PL/SQL programming language, beginning with fundamental PL/SQL concepts and progressing to the writing and testing of PL/SQL code. The book then progresses to more advanced topics, such as Dynamic SQL and code tuning. Updated to the latest release, Oracle 10g, it uses the developer's perspective to focus on the PL/SQL component of the software. With real-world examples and a straightforward writing style, this is a valuable resource for anyone preparing for the new Oracle Certification exam, or simply looking to master the PL/SQL programming language with Oracle.



Book review: Herding Cats or Vindication

Character Development and Storytelling for Games

Author: Lee Sheldon

This is a book of ideas and of choices. Knowing which choices to make is not teachable. It's part of that creative instinct we call talent whose secret voice guides us every time we sit down at the keyboard. All stories are not identical. They are shaped by all those unique facets of the human beings who write them. All any writer can do when he wants to share his knowledge with others is be as open and giving as possible; and hope others can learn from that. You hold in your hands most of what I know about writing for games and much of what I believe and practice no matter what kind of writing I'm doing. It is meant to inform, to instruct, and maybe even inspire. It is as much about game design as it is writing for games. The two are virtually inseparable. The book itself has been designed as a quest. We are all of us on a journey toward a destination for which there is no single road. —Lee Sheldon, Author



Table of Contents:
Introductionxi
Part IBackground1
Chapter 1Myths and Equations3
Why Make Games?4
Why Tell Stories in Games?6
One Last Equation11
Chapter 2The Story Remains the Same13
Aristotle and Those Other Greeks15
Jung's Collective Unconscious24
Campbell's The Hero's Journey25
Primary Sources26
From The Great Train Robbery to Birth of a Nation26
The Language of Drama and Film28
Part IICreating Characters33
Chapter 3Respecting Characters37
Three Dimensions37
Character Progression40
The Pivotal Character42
The Player-Character43
Chapter 4Character Roles61
The Character's Role in Story61
Populating the World63
Commentary and Gossip64
Living Useful Lives67
The Player-Character Revisited (Protagonist)69
Death of a Player-Character70
Villains (Antagonists)74
Mentors77
Sidekicks80
Servants and Pets82
Merchants84
Trainers84
Quest Givers85
Chapter 5Character Traits87
Mobility87
Physical Skills94
Professions96
Race97
Sex99
Character Emotion102
Characters in Opposition103
Memory106
Revealing Character Through Action108
Chapter 6Character Encounters113
Perception113
Perspective (First Person Versus Third Person)116
Dialogue119
Dialogue Systems127
Entrances and Exits135
Return Visits136
Relationships138
Part IIITelling the Story149
Chapter 7Once Upon a Time151
Building a Home for Characters151
Story or Game: Which Comes First?153
Original Material155
Adaptations from Other Media160
Sequels164
Finding a Style That Fits165
Linear Versus Non-Linear167
Avoiding Cliches172
Chapter 8Respecting Story175
Willing Suspension of Disbelief176
The Fourth Wall178
The Trap of Cut Scenes183
The Trap of Too Much Backstory187
The Trap of Letting Players "Discover" the Story188
Verisimilitude190
Expressionism191
Symbolism192
Consistency of the World193
Setting194
Weather195
Scope and Scale197
Chapter 9Bringing the Story to Life199
Foreshadowing199
Point of Attack203
The Obligatory Scene206
Reversals213
Arcs214
Exposition in Action215
Chapter 10Games: Charting New Territory219
Characters Revisited219
Puzzling Developments222
Quests224
Types of Quests232
Rewards237
The Story Up Till Now237
Chapter 11Story Chiropractics239
Heart: Player Emotion239
Mind: Sharing the Theme245
Funny Bone: ROFLMAO!249
Chapter 12Editing253
Collaboration254
Adapting to the Engine You End Up With261
Stopping the Bleeding When You Cut Levels and Areas263
Polishing Dialogue267
Copy Editing272
Chapter 13The Roots of a New Storytelling275
The Odyssey276
The Canterbury Tales280
Don Quixote de la Mancha281
Charles Dickens and Publishing in Parts284
Saturday Morning at the Movies (Movie Serials)286
Dennis Wheatley's Crime Dossiers289
Daytime Soap Operas291
Episodic Television292
Chapter 14Modular Storytelling295
The Yoke of Narrative297
Nesting Modules319
Structuring Chaos320
Adventures in a Non-Linear World321
Part IVGames People Play323
Chapter 15Game Types325
Action325
Adventure333
Role-Playing338
Simulations341
Strategy342
Multiplayer344
Chapter 16Game Genres345
Fantasy349
Science Fiction351
War355
Espionage358
Crime361
Mystery362
Horror366
Romance367
Western369
Chapter 17Console Games371
Demographics373
Push the Button, Get the Story374
Integration Versus Cut Scenes375
How Story Enhances Gameplay377
Cooperative Games (Minimally Multiplayer)379
The Incredible Shrinking Game381
Chapter 18Bringing Virtual Worlds to Life385
The Roots of Role-Playing390
Scope and Scale396
Death of a Player-Character Revisited401
The Social World402
Footprints in the Sand407
The Trap pf Episodic Structure408
Chapter 19Enabling Story in Virtual Worlds413
Thousands of Heroes413
Ongoing Story415
Revealing Story419
True Multiplayer Quests421
Crowd Control426
Variety428
Hiding the Numbers429
Empowering Emergent Storytelling434
Part VReflections437
Chapter 20The Responsible Writer441
Part VIAppendices447
Appendix AOpinionated Bibliography449
Appendix BDeveloper Primer on Building Writing Teams453
Introduction454
Team Configurations455
The Lead Writer456
The Staff458
Additional Considerations459
Conclusion460
Index461

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