| Game Writing: Narrative Skills for Videogames | |
| author | Chris Mark Bateman |
| pages | 336 |
| publisher | Thomson Delmar Learning |
| rating | 9 |
| reviewer | Aeonite |
| ISBN | 1584504900 |
| summary | an excellent overview of the ins-and-outs of writing for the videogame industry |
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Almost $20 cheaper at Amazon (Score:4, Informative)
(that's an associates link. if that is a problem, don't click on it.)
Buy one for DNF coding team. (Score:5, Funny)
Oh, to have that kind of job security.
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COMMENT
EVER!
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That's funny... (Score:4, Funny)
That's funny.. The copy of "Borland Turbo C++ 3.0 Games" that I bought in 1993 claims right on the cover to be a "Complete guide to writing video games [...]".
Key word: "FOR" (Score:2)
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For great justice... (Score:2, Funny)
Re:For great justice... (Score:5, Insightful)
Also, don't knock the original Rambo. Just because the subsequent movies were over the top action flicks with little merit aside from their entertainment value does not mean that the original movie was not a solid screenplay as well as a solid film. It is easy to forget today that Rambo really broadened the action genre, allowing for a developing embrace of the anti-hero who transitions to actual hero by virtue of bucking the system. It also explored the treatment of a segment of the American population when they returned home from an unpopular conflict with personal demons that we as a society demanded they lock away.
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Games do have issues to deal with that make things hard for writers -- pacing, interactivity, multiple plot progressions, etc. But I do think that when there are *professionals* in the
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I'm not ready to award a Pulitzer to a comic book yet, but I would say that Bruce Jones (Incredible Hulk) and Brian Michael Bendis (Ultimate Spider-Man, Alias, Powers) have done some good work for Marvel lately. Having picked up some of the Marvel compilations on CD-ROM, I have to say that the new generation has far surpassed Stan Lee and Jack Kirby.
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Sequel requested (Score:2)
Read the manual for a game released in the past couple of years? They typically consist of 20-30 pages of three things:
How to install the game (duh)
How the main menu works
How the main game screen works
If you're lucky, it might tell you a few things like information on specific weapons or units. But maybe not all of them.
How about giving me a comprehensive list of hotkeys? Or an explanation of all the features of online play? Do you think maybe you could mention something about po
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Oh wait, how do you actually *play* the game? That's not what a manual's for!
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Still waiting for the book... (Score:4, Funny)
learn something new everyday (Score:4, Funny)
that's why so many movies suck.
Microsoft Excel is one of the more useful tools when writing for games; one would not generally associate spreadsheets with narrative flow.
that's why so many games suck
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Storytelling Ability Is the Primary Requirement (Score:2, Interesting)
Developers always spend a lot of time worrying about the technical aspects of Game Writing. In fact, coding is the easy part. Storytelling, the art of making us care about the game play and become engaged in the story, is the central problem. Although developers spend most of their time learning how to make cool graphics, they should learn how to tell a good story.
For example, Gather.com is running a novel writing contest right now. First prize is $5,000.00 and publication by Simon & Schuster. The cent
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No, it is the developers job to present a good story well. Just like a director to a movie. But it is not their job to write the story. That is the writers job. Except if you are one of those indie game developers where you pretty much do both.
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I would say gameplay is the most important aspect of a game. You can have a wonderful story, but that doesn't mean it's going to make a great game. Even if you think storytelling is the most important part, that doesn't make coding "the easy part". It may be true tha
Re:Storytelling Ability Is the Primary Requirement (Score:5, Insightful)
Do you have any idea how arrogant that statement is? Not to be a troll, but I can't count the number of times Liberal Art majors in College tried to act holier than thou because they experienced the "symbolism" of a story, and felt it was so much more important than science or math.
Yes, I realize that storytelling is important to games as well, but don't try to act like "coding is the easy part". Most people don't even stop to read the text in these games, particularly MMORPG's. More realistically, people tend to care about their level, their gear, and how quickly they can kill another player. Don't try to marginalize the skill and dedication of programmer's just because you FEEL that the story is harder to write than the code.
Parent
It's balanced (Score:2)
For me,
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THE complete guide (Score:2, Funny)
2. ???
3. Profit!
Still only so many paths (Score:1)
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That's pretty much exactly what I imagined, but I'm sure it's not that easy to implement. Back "in the day", all we had to worry about was getting the big, fat pixels
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We've strayed onto Level Design from Game Plot writing.
I disagree. Problems and solutions are narrative devices, hence part of the plot. To try to state that this is level design, not plot, is to suggest that the plot only exists in the cutscenes between levels.
HAL.
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Huh? Please dont editorialize (Score:2)
Variations on Choose Your Own Adventure (Score:1)
Short version (Score:5, Funny)
[ ] wizard
[ ] dragon
[ ] robot
is threatening
[ ] a princess
[ ] a prince
[ ] an island inhabited by ewok-esque creatures
as the
[ ] son
[ ] daughter
[ ] best man
it is your duty to
[ ] club everything in your path
[ ] collect money
[ ] get lost in dungeons
[ ] all of the above
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See also this fine Slashdot article (Score:2)
VIDEO Game Writing (Score:2)
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The rewards are no good (Score:1)
It doesn't help that the people who do seem to care about game writing tend to have rather indiscriminate taste. Every time someone says "the plot of Metal Gear Solid is better than any action movie" (or, worse, "Xenogears has a great story"),
Snakes on a Video Game (Score:1)
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Uwe Boll? Is that you?