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The Lecture Tour (Paperback): Pat Harrigan The Lecture Tour (Paperback)
Pat Harrigan
R265 Discovery Miles 2 650 Ships in 10 - 15 working days
Lost Clusters (Paperback): Pat Harrigan Lost Clusters (Paperback)
Pat Harrigan
R682 Discovery Miles 6 820 Ships in 10 - 15 working days

Seamus Mackey's best friend has vanished, and Seamus wants to know why. Lowlives, barflies, corporate executives, drug dealers, cops... Somebody knows what happened to Rob Pitzer, and Seamus will risk his life, and anyone else's, to find out.

Third Person - Authoring and Exploring Vast Narratives (Paperback): Pat Harrigan, Noah Wardrip-Fruin Third Person - Authoring and Exploring Vast Narratives (Paperback)
Pat Harrigan, Noah Wardrip-Fruin
R1,300 Discovery Miles 13 000 Ships in 10 - 15 working days

Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives-featuring an ongoing and intricately developed storyline, many characters, and multiple settings-did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors-media and television scholars, novelists, comic creators, game designers, and others-investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.

Second Person - Role-Playing and Story in Games and Playable Media (Paperback): Pat Harrigan, Noah Wardrip-Fruin Second Person - Role-Playing and Story in Games and Playable Media (Paperback)
Pat Harrigan, Noah Wardrip-Fruin
R1,150 Discovery Miles 11 500 Ships in 10 - 15 working days

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." 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.

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