Buch, Englisch, 416 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 775 g
A Guide to Designing Sexual Content in Games
Buch, Englisch, 416 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 775 g
ISBN: 978-0-367-40465-9
Verlag: CRC Press
Hoping to add some steam and sex to your next game? Then this book is for you. This practical guide provides you with the foundational tools needed to write, design, and create healthy sexual content in video games in ways that are narratively compelling, varied, and hot! Challenging the assumptions that sex in games is superfluous, exploitative, or only of interest to straight guys, this book encourages designers to create meaningful, enjoyable sexual content for all audiences.
Using examples from well-known AAA games (and some standout indie content!), each chapter provides a framework to guide game writers, designers, and developers through the steps of creating and executing sexual content in their games – from early concept, to setting it up in larger game narrative, and finally to executing specific sexual scenes and sequences. It also lays out a host of details and considerations that, while easily missed or forgotten, can have a major impact on the quality or theme of the scene.
Offering expert insight and ideas for creating sex scenes in games, this book is vital reading for game designers, writers, and narrative designers who are interested in making games with sexual content. It will also appeal to artists, cutscene directors, audio engineers, composers, and programmers working on these games – or really, any game developer with an interest in the topic!
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction
Part 1: Sex, games, and culture
Chapter 1 - What This Book Is (And Isn’t)
Chapter 2 - The Myths and "Myths" of Video Game Sex
Chapter 3 - Challenges Part 1: Censorship and Storefronts (with Kris Wise)
Chapter 4 - Challenges Part 2: The Terrors of Tech
Part 2: Sex and pre-production
Chapter 5 - The Narrative Functions of Sex Scenes (And Why/Why Not to Have Them)
Chapter 6 - Considering Your Thirsty Audience: Diverse Desires vs Target Demographics
Chapter 7 - The Trifecta of Sexual Approach and Aesthetic
Chapter 8 - Teamwork Makes the Dream Work! (by Souha Al-Samkari)
Part 3: Sex in the larger game structure
Chapter 9 - Characters and Sex
Chapter 10 - Sex and the Three Act Structure (Part 1)
Chapter 11 - Kindness Coins and the Chemistry Casino
Chapter 12 - Sex in Quest Design
Part 4: The Craft of Sex Scenes
Chapter 13 - Queer Sex in Games (with Kris Wise, Monica Fan, Aubrey Jane Scott, Antonin Fusco)
Chapter 14 - Initiating Sex With Branching Choices
Chapter 15 - Consent in Video Game Sex
Chapter 16 - Building Anticip…ation! Sex Scenes and the Four Types of Tension
Chapter 17 - Bringing to a Climax (Sex and the Three Act Structure Part 2)
Chapter 18 - Sex Cutscene Direction and Design: An Interview with Ashley Ruhl
Chapter 19 - Fade to Black vs Showing the Sex
Chapter 20 - Coming to Grips with Gaze in Sex Scenes
Chapter 21 - Setting the Sex Scene! Sex and Environment Design
Chapter 22 - "Aural Sex" and Audio (with Souha Al-Samkari)
Chapter 23 - Tender Talk and Naughty Narration: Dialogue and Sex
Chapter 24 - Sex and Game Design Part 1: Branching Choices, Interactivity and Agency
Chapter 25 - Sex and Game Design Part 2: Mechanics and Verbs (with Sharang Biswas)
Chapter 26 - The Aftermath of Sex Scenes
Afterword
Acknowledgements




