Author: Marek Walton, Maurice Suckling
Pub Date: 2017
Format: EPUB/MOBI/AZW3/PDF (conv)
Size: 18 Mb
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.
- Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises
- 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.
Table of Contents
Part I Games Writing in Context 22
1 A Brief History of Game Stories
Part II What Do Games Writers Do? And How Do They Do It?
2 Decoding And Devising the Brief
3 NDAs & Contracts
4 Collaboration: Team Us
5 Narrative Design
6 Outlines & Treatments
7 Character Documents
8 Environmental Storytelling
9 Writing Scripts
12 Adaptations: Turning Other Things Into Games
13 Other Roles of the Games Writer
Part III Beyond the Basics
14 Why Have Stories At All?
15 What is Plot and How does it Work?
16 Other Resources for Writers: More Than Movies
17 Marrying Design And Story: Driver 76 Case Study
19 Shifting Agency
20 Time Gates and Act Stimulants
21 Aristotle, Games Writing, and Games
22 Choice or Enlightenment?
23 The Future of Games Writing
Part IV What’s It Like Being a Games Writer?
24 What’s It Like Being a Games Writer?
A: Rating Systems
B: Sample Non-Disclosure Agreement
C: Sample Writing Services Contract
D: Selected Exercise Solutions (10)