Video Game Writing From Macro to Micro

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 ga...

Full description

Saved in:
Bibliographic Details
Main Authors: Suckling, Maurice, Walton, Marek
Format: eBook
Language:English
Published: Herndon, VA Mercury Learning & Information 2017
Mercury Learning and Information
Edition:2
Subjects:
ISBN:1683920295, 9781683920298
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Table of Contents:
  • Intro -- 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 &amp -- amp -- Contracts -- Chapter 4 Collaboration: Team Us -- Chapter 5 Narrative Design -- Chapter 6 Outlines &amp -- amp -- 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
  • ACKNOWLEDGMENTS --
  • Chapter 14 Why Have Stories At All? --
  • Chapter 10 Editing --
  • Chapter 15 What is Plot and How does it Work? --
  • Chapter 24 What’s It Like Being a Games Writer? --
  • FOREWORD --
  • Chapter 2 Decoding And Devising the Brief --
  • INTRODUCTION --
  • CONTENTS --
  • Chapter 11 Consultancy --
  • Chapter 13 Other Roles of the Games Writer --
  • Index
  • Chapter 23 The Future of Games Writing --
  • Chapter 4 Collaboration: Team Us --
  • Chapter 17 Marrying Design And Story: Driver 76 Case Study --
  • Appendix A: Rating Systems --
  • Part II What Do Games Writers Do? And How Do They Do It? --
  • Chapter 18 Storyloading --
  • NOTE ON THE SECOND EDITION --
  • ABOUT THE AUTHORS --
  • Chapter 22 Choice or Enlightenment? --
  • Appendix C: Sample Writing Services Contract --
  • Dedication --
  • Chapter 1 A Brief History of Game Stories --
  • Part IV What’s It Like Being a Games Writer? --
  • Chapter 6 Outlines & Treatments --
  • Chapter 16 Other Resources for Writers: More Than Movies --
  • Chapter 8 Environmental Storytelling --
  • Appendix D: Selected Exercise Solutions (Chapter 10) --
  • Chapter 19 Shifting Agency --
  • Appendix B: Sample Non-Disclosure Agreement --
  • Chapter 12 Adaptations: Turning Other Things Into Games --
  • Chapter 20 Time Gates and Act Stimulants --
  • Chapter 5 Narrative Design --
  • Chapter 9 Writing Scripts --
  • Part I Games Writing in Context --
  • Frontmatter --
  • Chapter 7 Character Documents --
  • PART III Beyond the Basics --
  • Chapter 21 Aristotle, Games Writing, and Games --
  • Chapter 3 NDAs & Contracts --