1st Edition

Storytelling for New Technologies and Platforms A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More

Edited By Ross Berger Copyright 2022
    158 Pages 1 B/W Illustrations
    by CRC Press

    158 Pages 1 B/W Illustrations
    by CRC Press

    Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or a virtual reality game? Wait – those tell stories? And there are jobs for people who write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once destined only for the cinema.

    Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off!

    Key Features:

    • Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies.
    • Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments.
    • Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations.
    • Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.

    Preface: Why this Book         
    Why These Contributors Were Chosen      
    Who This Book Is Meant For       
    Friendly Disclaimer        

    How This Book Is Organized        
    Location: Shared vs. Exclusive       
    Social Nature: Social vs. Autonomous      
    Exclusive + Autonomous       
    Exclusive + Interdependent
    Shared + Autonomous        
    Shared + Interdependent
    Storytelling Factor        
    A Final Note         

    1: “Virtual Assistants and Storytelling” by Flint Dille and Zane Dille  
    The Platform         
    Propulsion Loops        
    What’s Coming Next        
    Virtual Virgil         

    2: “Writing for Toys – Actually a Job” by Rob Auten    
    How Toys Tell Stories        
    Play is Personal         
    Quick Qualifications        
    Knowing the Audience        
    Second Fiddler         
    Providing Value         
    Instructing Efficiently        
    Every Player Matters        
    Extending the Experience       
    Leaving Room         

    3: “Approaching Virtual Reality Storytelling” by Sarah Beaulieu   
    Identify the Narrative Means       
    Immersion Has Its Limits       
    Users Are the Core of Any VR Experience     
    A Ghost Story         
    Know the Limits of Your Genre       
    Environment as a Narrative Pillar      
    Locomotion in VR        
    Driving the User’s Gaze        
    The Question of Interface and Transitions     
    Direct Environment and Collective Experience     
    Extend Your Writer’s Skills       

    4: “Building Narrative in Mobile Games” by Bay Anapol   
    Creating an Immersive World       
    Teaming Up         
    Problems & Solutions        
    It’s a Small World, After All       
    Future Thinking         
    Getting the Job         
    Most importantly, be flexible. Be understanding. Never stop learning.  
    Ship it!          

    5: “Storytelling and Board Games” by Maurice Suckling   
    Story-making Games        
    Tailored Storytelling Games       
    Systemic Storytelling Games       
    Other Games with Narrative Elements      
    Systemic/Story-making Hybrids       
    Systemic/Story-making/Tailored Hybrids     
    Systemic/Other/Tailored Hybrids      
    Further Discussion and Guidance for Writers     

    6: “Storytelling in Hybrid Games” by James Laks    
    Mechanics and Systems        
    Game #1        
    Game #2        
    Game #3        

    7: “The Shape of Story” by Matt Parker     
    There’s a Job for That?        
    The Design Process        
    Working with Stakeholders       
    Story Development        
    The Attraction Experience       
    The Approach        
    The Queue        
    The Preshow Experience      
    The Ride Experience       
    The Post-Show and Gift Shop      
    The Future of Themed Entertainment      
    Agency & Immersion       
    Parting Thoughts        
    Your Big Break        

    8: “Red Flags” by Ross Berger       
    Red Flag #1: One Size Fits All (Not Really)     
    Cognitive Load        
    Physical Limits of Technology      
    Red Flag #2: Ignoring Consumer Expectations     
    Red Flag #3: Focusing on the Holes in the Roof When the House is on Fire 
    Red Flag #4: Cashing in the Chips Too Late     
    Red Flag #5: No Vision        
    Red Flag #6: Feeding the Beast Poorly      
    Red Flag #7: Chemistry Fit … or Lack Thereof     
    On That Note …         



    Ross Berger is a writer, narrative designer, and transmedia strategist based in Los Angeles. He is the author of Dramatic Storytelling & Narrative Design: A Writer’s Guide to Video Games & Transmedia (CRC Press, 2020), a "how to" for fledgling game writers and screenwriters. His screenwriting credits include: Law & Order and the Webby-Award winning LonelyGirl15. He also served as the supervising producer for the social media/television experience The Runner. Ross has also worked extensively in virtual reality as a writer for the Oculus Rift launch title Farlands and the award-winning thriller Eclipse: Edge of Light for the Google Daydream and Oculus Go. As a narrative designer in the video game industry, he has written AAA games for Microsoft, Electronic Arts, and many others. Ross is also the author of short stories including "Football with Leatherman" (2020) and "Evie A.I." (2021), both published by TulipTree Publishing in its Stories That Need to Be Told anthologies.

    A graduate of Brandeis (BA, Philosophy) and Columbia (MFA, Playwriting) universities, Ross is a member of the Writers Guild of America and the Television Academy.