Game Writing

Game Writing

Author: Chris Mark Bateman

Publisher:

Published: 2007

Total Pages: 350

ISBN-13:

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As computer games become more and more like Hollywood productions, the need for good story lines increases. Research shows that stories are highly valued by game players, so today's studios and developers need good writers. Creating narrative - a traditionally static form - for games is a major challenge. Games are at their heart dynamic, interactive systems, so they don't follow the guidelines and rules of film or T.V. writing. Game Writing: Narrative Skills for Videogames addresses these issues and is the first book written to demystify this emerging field. Through the insights and experiences of practicing game writers, the book captures a snapshot of the narrative skills employed in today's game industry. This unique collection of practical articles provides the foundations to the craft of game writing. The articles, written by member of the International Game Developer's (IDGA) Game Writer's SIG, detail aspects of the process from the basics of narrative and non-linear narrative to writing comedy for games and creating compelling characters. Throughout the articles there is a strong emphasis on the skills developers and publishers will expect a game writer to have. The book is suitable for both beginners and experienced writers, and is a detailed guide to all the techniques of game writing. This book is an essential read for anyone wishing to get into this exciting field, particularly for new game writers wanting to hone their skills, and film and T.V. scriptwriters who want to learn how to transfer their skills to the games industry.


Professional Techniques for Video Game Writing

Professional Techniques for Video Game Writing

Author: Wendy Despain

Publisher: CRC Press

Published: 2008-04-24

Total Pages: 241

ISBN-13: 1439875383

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This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It incl


The Ultimate Guide to Video Game Writing and Design

The Ultimate Guide to Video Game Writing and Design

Author: Flint Dille

Publisher: Lone Eagle

Published: 2008-01-08

Total Pages: 273

ISBN-13: 158065066X

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• Authors are top game designers • Aspiring game writers and designers must have this complete bible There are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.


Games for Writing

Games for Writing

Author: Peggy Kaye

Publisher: Macmillan

Published: 1995-08-31

Total Pages: 244

ISBN-13: 9780374524272

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A collection of games and activities designed to help children improve their writing skills.


Landscapes for Writers and Game Masters

Landscapes for Writers and Game Masters

Author: Scott Rice-Snow

Publisher: McFarland

Published: 2022-04-20

Total Pages: 251

ISBN-13: 1476683573

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Landscape science tells fascinating stories, whether in fiction or a role-playing game. Earth's varied terrain provides many examples of scene-specific challenges and resources for story characters, with distinctive land features, compelling locations, and intriguing traits. Landslides, floods, coastal erosion, glacier movement, and volcanism can deliver fresh plot points and alter the social character of an imagined region. Characters traveling different river types encounter very different puzzles, opportunities, and combat environments and the same variety awaits within other classic settings, such as caves, mountains, deserts, shorelines, and volcanic zones. Atypical landscapes such as tundra, karst, and vast glacier surfaces can breathe fresh air into any stories. This handbook is a reference source for creative writing and game world building. It delves deeply into many landscape characteristics that help set the tone, shape character behavior, and drive the plot. Chapters are divided into diverse geographic environments, from rivers and shorelines to caves and volcanoes, and show how knowledge of the terrain can deliver plot points, add veracity, pose key problems, establish conflict, and lead into the next scene. Discover how authors and game masters effectively weave land and terrain into their stories.


Writing for Games

Writing for Games

Author: Hannah Nicklin

Publisher: CRC Press

Published: 2022-05-23

Total Pages: 225

ISBN-13: 1000582736

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Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. Writing for Games offers resources for communication, collaboration, reflection, and advocacy, inviting the reader to situate their practice in a centuries-long heritage of storytelling, as well as considering the material affordances of videogames, and the practical realities of working in game development processes. Structured into three parts, Theory considers the craft of both games and writing from a theoretical perspective, covering vocabulary for both game and story practices. Case Studies uses three case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice. Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames. Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.


The Lying Game

The Lying Game

Author: Ruth Ware

Publisher: Simon & Schuster

Published: 2020-08-11

Total Pages: 416

ISBN-13: 198214341X

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From the New York Times bestselling author of the “twisty-mystery” (Vulture) novel In a Dark, Dark Wood, The Woman in Cabin 10, and The Turn of the Key comes Ruth Ware’s The Lying Game. Isa Wilde knows something terrible has happened when she receives a text from an old friend. Why would Kate summon her and their two friends to the seaside town where they briefly attended the Salten House boarding school together seventeen years ago? The four friends had quickly bonded over the Lying Game—a risky contest that involved tricking fellow boarders and faculty with their lies. Now reunited, Isa, Kate, Thea, and Fatima discover that their past lies had far-reaching effects and criminal implications that threaten them all. In order to protect their reputations, and their friendship, they must uncover the truth about what really happened all those years ago. Atmospheric and twisty, with just the right amount of chill, The Lying Game will have readers at the edge of their seats, not knowing who can be trusted in this tangled web of lies.


The Lost Art of Reading

The Lost Art of Reading

Author: David L. Ulin

Publisher: Sasquatch Books

Published: 2010-06-01

Total Pages: 89

ISBN-13: 157061721X

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Reading is a revolutionary act, an act of engagement in a culture that wants us to disengage. In The Lost Art of Reading, David L. Ulin asks a number of timely questions - why is literature important? What does it offer, especially now? Blending commentary with memoir, Ulin addresses the importance of the simple act of reading in an increasingly digital culture. Reading a book, flipping through hard pages, or shuffling them on screen - it doesn't matter. The key is the act of reading, and it's seriousness and depth. Ulin emphasizes the importance of reflection and pause allowed by stopping to read a book, and the accompanying focus required to let the mind run free in a world that is not one's own. Are we willing to risk our collective interest in contemplation, nuanced thinking, and empathy? Far from preaching to the choir, The Lost Art of Reading is a call to arms, or rather, to pages.


The Egypt Game

The Egypt Game

Author: Zilpha Keatley Snyder

Publisher: Simon and Schuster

Published: 2012-10-23

Total Pages: 241

ISBN-13: 143913202X

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The first time Melanie Ross meets April Hall, she’s not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it’s the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game until strange things start happening. Has the Egypt Game gone too far?


Tabletop Wargames: A Designers’ and Writers’ Handbook

Tabletop Wargames: A Designers’ and Writers’ Handbook

Author: Rick Priestley

Publisher: Pen and Sword Military

Published: 2016-11-30

Total Pages: 228

ISBN-13: 147389008X

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Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements