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Video Game Writing
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Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises. Mentions games such as Elder Scrolls V: Skyrim, Borderlands 2, The Walking Dead, L.A. Noire, Grand Theft Auto V, Mass Effect 3, The Stanley Parable, The Last of Us, Alien Isolation, The Witcher 3: Wild Hunt, Life is Strange, Until Dawn, Quantum Break, BioShock, World of Warcraft, and more!

Table of Contents

1: A Brief History of Game Stories.
2: Decoding and Devising the Brief.
3: NDAs and Contracts.
4: Collaboration: Team Us.
5: Narrative Design.
6: Outlines and Treatments.
7: Character Documents.
8: Environmental Storytelling.
9: Writing Scripts.
10: Editing.
11: Consultancy.
12: Adaptations.
13: Other Roles of the Games Writer.
14: Why Have Stories At All?
15: What Is Plot and How Does It Work?
16: Other Resources for Writers.
17: Marrying Design and Story: Driver 76 Case Study.
18: Storyloading.
19: Shifting Agency.
20: Time Gates and Act Stimulants.
21: Aristotle, Games Writing, and Games.
22: Choice or Enlightenment?
23: The Future of Games Writing.
24: What’s It Like Being a Games Writer?
Appendices.

About the Author

Suckling Maurice :
Maurice Suckling and his co-author, between them, worked on over 40 games, for almost every major Western publisher. The last 14 years has seen one or both of them work as writers on titles such as Driver, Stuntman, Red Orchestra 2: Heroes of Stalingrad, XCOM, Sonic & Sega All-Star Racing, and more.

Walton Marek :
Marek Walton and his co-author, between them, worked on over 40 games, for almost every major Western publisher. The last 14 years has seen one or both of them work as writers on titles such as Driver, Stuntman, Red Orchestra 2: Heroes of Stalingrad, XCOM, Sonic & Sega All-Star Racing, and more.

Reviews

The second updated edition of Video Game Writing: From Macro to Micro reviews the history of game writing from the 1960s to modern times and considers not only the evolution of specific games and styles, but the changes involved in programming them. Students involved in writing such games will find a solid foundation that covers everything from collaborative processes and the basics of design, plot, and editing to contracts, screenplay terminology, text types and game-oriented approaches, and more. From terminology to macro and micro concerns, this wide-ranging blend of history and how-to applications is especially recommended for beginners new to the gaming environment who want a quick understanding of options and challenges specific to the video game writer's environment.

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