Sunday, January 13, 2013
Video Game Writing: From Macro to Micro Review
Video Game Writing: From Macro to Micro
Anyone want to work in the video game industry or would like to know some of the finer points about? Then look no further than Video Game Writing: From Macro to Micro As I wrote in the preview this is sort of a college textbook on all the ins and outs of video game writing. The book asks you to think every step of the way so you can develop ideas, characters and good structure to your stories. A chapter highlights working with in a team in a social manner so you don't get fired. Just be civil people.
The book first goes through a history of video games and how far we've come, how far story has been allowed to develop. It seems a bit out of place, but I guess they want you to feel like there's been a lot happening in the field. After that we start off learning the basic stories and genre's of gaming. Next we get into the legalize of working in the industry. Further on you'll build on editing and writing scripts that are acceptable to the industry You'll learn good ways to develop elements of a story, collaborating with a team and developing a character. You'll move on to more precise parts of development and going back into what you've already written and reworking it.
Parts that grabbed me were the ones that are different from writing scripts for TV and film. How do you write for a racing game? Someone has to write out some parts of the story you might not think are there. What about stories that can branch out and change placed on the player. This cause for some methodical work so stories can still tie together and make sense in the end.
I recommend this title for anyone writing as it teaches you some general ways to think about writing out a story and getting the most from your character.
Coming out later this year from the same publisher Mercury Learning & Information is Video Game Addiction: MyModernHealth FAQs which has case studies and a research into people getting addicted to video games. That's a read I look forward to.
" This insightful 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. BRIEF TABLE OF CONTENTS. Introduction. I: Chapter 1: A Brief History of Game Stories. II: 2: Decoding and Devising the Brief. 3: NDAs and Contracts. 4: Collaboration: Team Us. 5: Narrative Design. 6: Outlines and Treatments."
The book was provided by the publisher for review.