Game Writing: Narrative Skills for VideogamesChris Mark Bateman Charles River Media, 2007 - 308 pages 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. |
Table des matières
The Basics of Narrative | 25 |
Character | 35 |
Conclusion | 41 |
Droits d'auteur | |
21 autres sections non affichées
Expressions et termes fréquents
acter action adventure games allow the player audience audio avatar camera challenge character's choice comedy complete context core create cRPGs cut scenes deliver dialogue engine director elements emotional ensure example experience female gamers film franchise funneling game characters game design game development game engine game narrative game spine game story game world game writer game's gameplay games industry goal golden path Grand Theft Auto hero Hero's Journey Hollywood important in-engine in-game artifacts instance interactive interchangeable involved language Legend of Zelda licensor line of dialogue movie multiple nonlinear game person play player character plot possible produce protagonist recording session Resident Evil role scripted events sentence sound specific stitching storytelling structure studio technique things TODD trail of breadcrumbs translated triggered Ubisoft videogames voice actors words