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Table of Contents
Intro; Table of Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Chapter 1: Stories and How to Craft Them; A Little Introduction to Dramatic Elements; Antagonist; Protagonist; Alter Ego; Catharsis; Conflict; Cliché; Deus Ex Machina; Double Entendre; Exposition; Flat/Round Character; Fourth Wall; Narration/Narrator; Onomatopoeia; Personification; Point of View (POV); Simile; Soliloquy; Aristotelian Poetics; The Monomyth: A Hero's Journey; Taking Back August - A Synopsis Act I: Departure; 1. The Call to Adventure; 2. Refusal of the Call
3. Supernatural Aid; 4. Crossing the Threshold; 5. "Belly of the Whale"; Act II: Initiation; 6. The Road of Trials; 7. The Meeting with the Goddess; 8. Woman as Temptress; 9. Atonement with the Father; 10. Apotheosis (Becoming Divine); 11. The Ultimate Boon (Reaching the Quest's Goal); Act III: Return; 12. Refusal of the Return; 13. The Magical Flight; 14. Rescue from Without; 15. The Crossing of the Return Threshold; 16. Master of Two Worlds; 17. Freedom to Live; The 12 Character Archetypes; 1. The Hero; 2. John/Jane Doe; 3. The Rebel; 4. The Joker; 5. The Ruler; 6. The Sage; 7. The Magician
8. The Creator9. The Lover; 10. The Innocent One; 11. The Explorer; 12. The Healer; Ten Visual Novel Good Practices; 1. Put the Story First; 2. Choose the Engine Carefully; 3. Don't Overlook the Audiovisuals; 4. Make Your Characters Grow; 5. Honor the Sub-genre of Your Visual Novel; 6. Use Clichés Wisely; 7. Trim Unnecessary Elements; 8. Bond with Your Audience; 9. Only Provide the Endings Your Story Needs; 10. Indulge in Forced Reading Sparingly; Working for the Visual Novel Industry; Visuals and Animation; Audio Production and Voice Acting; Programming; Testing; Localization
Musings on InspirationFighting the Writer's Block; In Closing; Chapter 2: The (Ancient) Art of Interactive Fiction; The Great Grandfather of the Visual Novel: ELIZA (1966); The Grandfather of the Genre: Colossal Cave Adventure (1975); The Early Trailblazers; Infocom; The Zork Series (1977-1993); The Enchanter Trilogy: Enchanter (1983), Sorcerer (1984), Spellbreaker (1985); Planetfall (1983) and Stationfall (1987); The Hitchhiker's Guide to the Galaxy (1984); Wishbringer (1985); Leather Goddesses of Phobos (1986) and Leather Goddesses of Phobos 2 (1992); Magnetic Scrolls
The Guild of Thieves (1987)Corruption (1988); Fish! (1988); Wonderland (1990); Level 9 Computing; Colossal Adventure (1983); The Silicon Dreams Trilogy (1986); The Time and Magik Trilogy (1988); Other Notable Games in the Genre; King's Quest: Quest for the Crown by Sierra On-Line (1984); The Spellcasting Trilogy by Legend Entertainment (1990-1992); Timequest by Legend Entertainment (1991); Demoniak by Palace Software (1991); How They Did It - Early Tools for Interactive Fiction; A Few Words on Parsers; Zork Interactive Language (ZIL) and the Z-machine; The Quill by Gilsoft (1983)
3. Supernatural Aid; 4. Crossing the Threshold; 5. "Belly of the Whale"; Act II: Initiation; 6. The Road of Trials; 7. The Meeting with the Goddess; 8. Woman as Temptress; 9. Atonement with the Father; 10. Apotheosis (Becoming Divine); 11. The Ultimate Boon (Reaching the Quest's Goal); Act III: Return; 12. Refusal of the Return; 13. The Magical Flight; 14. Rescue from Without; 15. The Crossing of the Return Threshold; 16. Master of Two Worlds; 17. Freedom to Live; The 12 Character Archetypes; 1. The Hero; 2. John/Jane Doe; 3. The Rebel; 4. The Joker; 5. The Ruler; 6. The Sage; 7. The Magician
8. The Creator9. The Lover; 10. The Innocent One; 11. The Explorer; 12. The Healer; Ten Visual Novel Good Practices; 1. Put the Story First; 2. Choose the Engine Carefully; 3. Don't Overlook the Audiovisuals; 4. Make Your Characters Grow; 5. Honor the Sub-genre of Your Visual Novel; 6. Use Clichés Wisely; 7. Trim Unnecessary Elements; 8. Bond with Your Audience; 9. Only Provide the Endings Your Story Needs; 10. Indulge in Forced Reading Sparingly; Working for the Visual Novel Industry; Visuals and Animation; Audio Production and Voice Acting; Programming; Testing; Localization
Musings on InspirationFighting the Writer's Block; In Closing; Chapter 2: The (Ancient) Art of Interactive Fiction; The Great Grandfather of the Visual Novel: ELIZA (1966); The Grandfather of the Genre: Colossal Cave Adventure (1975); The Early Trailblazers; Infocom; The Zork Series (1977-1993); The Enchanter Trilogy: Enchanter (1983), Sorcerer (1984), Spellbreaker (1985); Planetfall (1983) and Stationfall (1987); The Hitchhiker's Guide to the Galaxy (1984); Wishbringer (1985); Leather Goddesses of Phobos (1986) and Leather Goddesses of Phobos 2 (1992); Magnetic Scrolls
The Guild of Thieves (1987)Corruption (1988); Fish! (1988); Wonderland (1990); Level 9 Computing; Colossal Adventure (1983); The Silicon Dreams Trilogy (1986); The Time and Magik Trilogy (1988); Other Notable Games in the Genre; King's Quest: Quest for the Crown by Sierra On-Line (1984); The Spellcasting Trilogy by Legend Entertainment (1990-1992); Timequest by Legend Entertainment (1991); Demoniak by Palace Software (1991); How They Did It - Early Tools for Interactive Fiction; A Few Words on Parsers; Zork Interactive Language (ZIL) and the Z-machine; The Quill by Gilsoft (1983)