CHAPTER 5
Old Tools/New Tools
What is the key lesson that storytellers in any medium can learn from games?
What can an ancient Greek like Aristotle teach us that we can apply to interactive entertainment?
What ten entirely new tools must we learn to use when we move from linear storytelling to telling stories in interactive entertainment?
AN ASSORTMENT OF TOOLS
Embarking on a new interactive project, even when you are an old hand at such work, can be a daunting experience. The sheer volume of material contained in most works of digital entertainment can be overwhelming, and projects often tend to mushroom even further in scope during development (a phenomenon known as project creep). Furthermore, each new project seems to chart new ground. Some ...
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