"[This book] is meant to be a resource for writers and designers and those who must work with us and who may want to talk intelligently with us at some point. This is not a book of rules that, if slavishly followed, will guarantee success. You’ll see that just about every time I try to lay down some canonical law to follow, I immediately think of exceptions. Don’t be afraid to break any rules as you write, as long as you know exactly what they mean, and why they’re rules to begin with. Pablo Picasso knew this, as you’ll soon see. It is one of the continuing themes running through this book. Think of it as a book of ideas and of choices. With any luck, it will help you to generate ideas of your own. And you will feel more comfortable when choices present themselves as you write. Knowing which choices to make is not teachable. It’s part of that creative instinct we call talent whose secret voice guides us in our decisions every time we sit down at the keyboard. And anyway, they will be different for different people. Despite what writing gurus say, all stories are not identical. They are shaped by all those unique facets of the human beings who write them." (Introduction)
I. BACKGROUND
1 Myths and Equations, 3
2 The Story Remains the Same, 13
II. CREATING CHARACTERS
3 Respecting Characters, 37
4 Character Roles, 61
5 Character Traits, 87
6 Character Encounters, 113
III. TELLING THE STORY
7 Once Upon a Time, 151
8 Respecting Story, 175
9 Bringing the Story to Life, 199
10 Games: Charting New Territory, 219
11 Story Chiropractics, 239
12 Editing, 253
13 The Roots of a New Storytelling, 275
14 Modular Storytelling, 295
IV GAMES PEOPLE PLAY
15 Game Types, 325
16 Game Genres, 345
17 Console Games, 371
18 Bringing Virtual Worlds to Life, 385
19 Enabling Story in Virtual Worlds, 413
V. REFLECTIONS
20 The Responsible Writer, 441
Appendix A Opinionated Bibliography, 449
Appendix B Developer Primer on Building Writing Teams, 453