Buch, Englisch, 336 Seiten, Format (B × H): 174 mm x 246 mm
Theory and Practice
Buch, Englisch, 336 Seiten, Format (B × H): 174 mm x 246 mm
ISBN: 978-1-041-15832-5
Verlag: Taylor & Francis Ltd
Focusing on the independent videogames sector, this second edition of 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 specific game case studies to explore the theory explored in Part I, and seven in-depth interviews with well-known game writers excavating their craft. The Practical Workbook offers a series of provocations, tools, and exercises that gives the reader the means to refine and develop their writing, not just for now, but as a part of a lifelong practice.
The updated new edition adds the in-depth interview section and also contains brand new material on writing for and within genre, on how to be a good collaborator, a section on the problem of using AI/LLM in your practice, and a new introduction.
Writing for Games: Theory and Practice (Second Edition) is an approachable and entry-level text for anyone interested in the craft of writing for videogames.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
What to Know About the Second Edition
Introduction
PART 1: Theory
Chapter 1: Craft
Chapter 2: Vocabulary – Games
Chapter 3: Vocabulary – Story Structure
Chapter 4: Vocabulary – Story Components
Chapter 5: Games Writing as a Discipline
Chapter 6: Form-Led Design
Chapter 7: A Note on Writing Comedy, and for Genre
Chapter 8: Further Reading
Chapter 9: A Note on Ethics
PART 2: Case Studies
Chapter 10: Introduction to the Case Studies
Chapter 11: Character and Dialogue in Life is Strange 2
Chapter 12: Ethics and Adaptation in 80 Days
Chapter 13: Format and the Heist in Last Stop
Chapter 14: Interviews with Practicing Game Writers
PART 3: A Practical Workbook
Chapter 15: Introduction to the Workbook
Chapter 16: Tools for Starting
Chapter 17: Tools for Developing
Chapter 18: Tools for Finishing
Conclusion
Select Glossary of Game Terms
Bibliography




