Video Game Writing : : From Macro to Micro / / Maurice Suckling, Marek Walton.

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 w...

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Place / Publishing House:Dulles, VA : : Mercury Learning and Information, , [2017]
©2017
Year of Publication:2017
Language:English
Online Access:
Physical Description:1 online resource (394 p.)
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Description
Other title:Frontmatter --
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 --
Part II What Do Games Writers Do? And How Do They Do It? --
Chapter 2 Decoding And Devising the Brief --
Chapter 3 NDAs & Contracts --
Chapter 4 Collaboration: Team Us --
Chapter 5 Narrative Design --
Chapter 6 Outlines & Treatments --
Chapter 7 Character Documents --
Chapter 8 Environmental Storytelling --
Chapter 9 Writing Scripts --
Chapter 10 Editing --
Chapter 11 Consultancy --
Chapter 12 Adaptations: Turning Other Things Into Games --
Chapter 13 Other Roles of the Games Writer --
PART III Beyond the Basics --
Chapter 14 Why Have Stories At All? --
Chapter 15 What is Plot and How does it Work? --
Chapter 16 Other Resources for Writers: More Than Movies --
Chapter 17 Marrying Design And Story: Driver 76 Case Study --
Chapter 18 Storyloading --
Chapter 19 Shifting Agency --
Chapter 20 Time Gates and Act Stimulants --
Chapter 21 Aristotle, Games Writing, and Games --
Chapter 22 Choice or Enlightenment? --
Chapter 23 The Future of Games Writing --
Part IV What’s It Like Being a Games Writer? --
Chapter 24 What’s It Like Being a Games Writer? --
Appendix A: Rating Systems --
Appendix B: Sample Non-Disclosure Agreement --
Appendix C: Sample Writing Services Contract --
Appendix D: Selected Exercise Solutions (Chapter 10) --
Index
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.
Format:Mode of access: Internet via World Wide Web.
ISBN:9781683923244
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: Maurice Suckling, Marek Walton.