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Video game writing : from macro to micro / Maurice Suckling, Marek Walton.
- Format:
- Book
- Author/Creator:
- Suckling, Maurice, author.
- Language:
- English
- Subjects (All):
- Video games--Authorship.
- Video games.
- Video games--Authorship--Vocational guidance.
- Physical Description:
- 1 online resource (349 pages)
- Edition:
- Second edition.
- Place of Publication:
- Dulles, Virginia ; Boston, [Massachusetts] ; New Delhi, [India] : Mercury Learning and Information, 2017.
- Summary:
- This insightful, revised book explores the challenging and evolving world of the games writer. Part I provides a fascinating overview of the history of games writing following its humble roots in the '60s to today's triple-A titles; Part II asks and answers the key question: what does a games writer do and how do they do it? Especially useful reading for novice game writers, its chapters cover a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Part III, of particular value for more advanced students of writing, addresses deeper theoretical questions increasingly relevant in today's games titles, including: "Why have story at all? What is plot and how does it work? How best can a writer use agency?" Finally, Part IV presents readers with hard-earned nuggets of wisdom from today's game writers working in the US, Europe, and Japan. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing. Features: -Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises -Presents readers with opinions and suggestions from today's game writers who are working in the US, Europe, and Japan -Includes a broad range of topics e.g., creative collaboration, editing, adaptations, and environmental storytelling - Mentions games such as Elder Scrolls V: Skyrim , Borderlands 2 , The Walking Dead , L.A. Noire , Grand Theft Auto V , Mass Effect 3 , The Stanley Parable , The Last of Us , Alien Isolation , The Witcher 3: Wild Hunt , Life is Strange , Until Dawn , Quantum Break , BioShock , World of Warcraft , and more.
- Contents:
- Intro
- Title Page
- Copyright
- Dedication
- Contents
- Foreword
- Acknowledgments
- Introduction
- Note on the Second Edition
- About the Authors
- Part I Games Writing in Context
- Chapter 1 A Brief History of Game Stories
- Game Story: The 1950s, 1960s, and 1970s
- Game Story: The 1980s
- Game Story: The 1990s
- Game Story: 2000-2005
- Game Story: 2006-2010
- Game Story: 2011-2016
- Conclusion
- Exercises
- Project
- Part II What Do Games Writers Do? And How Do They Do It?
- Chapter 2 Decoding And Devising the Brief
- Briefs and Expectations
- Game Genres
- Checklist for Briefs
- Discussions
- Chapter 3 NDAs &
- Contracts
- Non-Disclosure Agreements
- Sample Non-Disclosure Agreement
- Sample Confidential Services Agreement
- Exercise
- Chapter 4 Collaboration: Team Us
- Part of the Team
- Who Are We?
- A Team within a Team
- Chapter 5 Narrative Design
- Defining Story Space
- Case Study: Unsolved Crimes
- Other Design Structures
- Projects
- Chapter 6 Outlines &
- Treatments
- The Outline
- Outline Sample
- The Treatment
- Chapter 7 Character Documents
- How to Create a Character Document
- Research
- Example Characters
- Example Analysis
- Character Sides
- Chapter 8 Environmental Storytelling
- Theory
- Mise-en-Scène
- Bioshock
- Process
- Frob
- Walkthrough
- Hints and Tips
- Chapter 9 Writing Scripts
- Types of Script
- Dialogue Tools
- Environmental Script Example
- Cut Scene Format
- Chapter 10 Editing
- Spelling, Spacing, and Grammar
- Dialogue
- Word and Character Counts
- Tone of Voice
- Tone of Voice in Line with Character
- Game World Text (Story Prose)
- Chapter 11 Consultancy
- Macro Elements.
- Micro Elements
- Boundaries and Limitations
- Chapter 12 Adaptations: Turning Other Things Into Games
- Key Questions
- Case Study: Coronation Street
- Chapter 13 Other Roles of the Games Writer
- Additional Story Documents
- Limbo Player Journey
- Adam English Backstory
- Back of Box Copy
- Instruction Manual
- Guide Book
- Associated Prose Novel
- Trailers
- Audio Casting and Direction
- Motion-Capture Consultancy and/or Direction
- Website Copy and Other Elements
- Part III Beyond the Basics
- Chapter 14 Why Have Stories At All?
- Story Logic versus Game Logic
- The Argument against Story in Games
- The Argument for Limited Story
- The Argument for Story as Gameplay
- Chapter 15 What is Plot and How does it Work?
- What Is Plot?
- How Does Plot Work?
- Chapter 16 Other Resources for Writers: More Than Movies
- Movies
- Television
- Theater
- Audio Books
- Short Stories
- Graphic Novels
- Novels
- Choose Your Own Adventure Books
- Games
- Summary
- Chapter 17 Marrying Design And Story: Driver 76 Case Study
- Sequence 1: Setting Up the Game and Story
- Sequence 2: The First Payoff
- Sequence 3: Adding Complications
- Sequence 4: Shifting Character Gears
- Sequence 5: Raising the Story Stakes
- Sequence 6: Changing the Hero's Fortunes
- Sequence 7: The Final Test
- Sequence 8: Climax and Reward
- Chapter 18 Storyloading
- Storytelling, Storyforming, and Storydwelling
- Storyloading
- Top-Down and Bottom-Up Storytelling
- Eve Online Case Study
- Chapter 19 Shifting Agency
- Multiple Character Perspectives
- Beyond the Player as Spectator
- The Space between Player and Avatar
- Projects.
- Chapter 20 Time Gates and Act Stimulants
- Time Gates
- The Delivery
- Act Stimulants
- Chapter 21 Aristotle, Games Writing, and Games
- Why Watch a Play/Play a Game?
- Story and Plot
- Plot Structure
- Plot Unity
- Linearity and Alternatives
- Endings
- Chapter 22 Choice or Enlightenment?
- Enlightenment
- Choice and Enlightenment?
- Chapter 23 The Future of Games Writing
- New Opportunities from Graphical Fidelity
- Increase in Relative Value
- Deepening Presence in Society
- Increasing Reactivity
- Part IV What's It Like Being a Games Writer?
- Chapter 24 What's It Like Being a Games Writer?
- Observations of Games Writers
- Appendix A: Rating Systems
- Appendix B: Sample Non-Disclosure Agreement
- Appendix C: Sample Writing Services Contract
- Appendix D: Selected Exercise Solutions (Chapter 10)
- Index.
- Notes:
- Includes bibliographical references and index.
- Description based on online resource; title from PDF title page (ebrary, viewed July 27, 2017).
- ISBN:
- 1-68392-030-9
- OCLC:
- 993114864
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