Game Writing
Aeonite writes "Billed as the 'first complete guide to writing for games', Game Writing: Narrative Skills for Videogames provides an excellent overview of the ins-and-outs of writing for the videogame industry. As might be expected from a publication of the IGDA's Game Writers' Special Interest Group, the book is dense with information, addressing everything from high-level narrative theory to the specifics of dialogue engine design and game localization." Read the rest of Aeonite's review.
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
When I see that a movie has multiple writers involved, I get a little nervous. It's usually a bad sign, generally indicating that the narrative will be somewhat piecemeal and uneven. As this book has 13 writers and a half-dozen additional subeditors, I was likewise nervous, but I was happy to discover that although each chapter has a different emphasis, the general tone remains steady throughout the book. There's a little more fluff up front, and a little more crunch in the back, but taken as a whole the book maintains a coherent focus. These 13 voices speak in harmony, and adequately cover both the creative and technical aspects of writing for games without any noticeable bumps.
The preface by Chris Bateman explains that a book on videogame writing is difficult to write, as many areas of the industry are still ill-defined. Whereas Hollywood has a fairly standard screenplay format that's fairly easy to work with, the videogame industry offers no single script format, due to the different requirements of different genres and different companies. Personal experience has taught me, for instance, that Microsoft Excel is one of the more useful tools when writing for games; one would not generally associate spreadsheets with narrative flow.
The chief complaint here is that there are no clear examples of great game narratives, with the industry's shining stars falling somewhat below the highest standards of work in other media. My interpretation of this is that Half-Life 2 is less Godfather 2, and more Escape From L.A. — good enough, but not great. According to Bateman, chief culprits for the lack of artistic polish may include the fact that the game industry is so young (compared to radio, television, and movies) and the lack of artistic freedom within the industry.
Worth calling out here is an example of where the industry seems to be falling short. At one point, the book discusses the concept of 'forced failure' in games, and why it's a narrative tactic to be avoided. A good example of this (my own, not the book's) is near the end of the original Half-Life game, which sees Gordon Freeman captured, stripped of all his gear, and dumped in a trash compactor, with the player unable to do anything but watch. Yet Half-Life won numerous Game of the Year awards, and is still considered by many to be one of the best games of all time. The point is not that Half-Life is a bad game for using 'forced failure', but rather that it could have been a a better game if it hadn't resorted to that tactic. In other words, even good games can do better, and this book is a first step towards achieving that goal, by way of establishing a 'coherent narrative language' for games.
The book itself is divided into 14 chapters. The first three can be roughly clustered into a category called Game Narrative, as they all focus on higher-level narrative theory. Chapter 1 provides an overall introduction, defining story, character, and other such terms before delving into what makes game writing unique (as compared to other media) and how a writer uses the tools provided (dialogue, cutscenes, etc.). Chapter 2 covers the Basics of Narrative, including Aristotle's Poetics, Joseph Campbell's Hero's Journey, Freytag's Pyramid, Syd Field's Screenplay model, and the other sorts of things we English majors learn in school in lieu of math and science. Extensive discussion of Star Wars: Episode IV and how it maps to these models is provided, along with some coverage of Jungian and Campbellian Archetypes. Chapter 3 is an overview of what's involved with writing for games, covering the difference between narrative and story, types of narrative, pacing, structure, and the concept of player agency.
The next four chapters of the book contain less high-level theory and more specific application. The first two cover the path the character takes through the game, with Chapter 4 being an exploration of Nonlinear Game Narrative (branching structure, parallel paths, and how to merge story and game) and Chapter 5 discussing how to keep the player on track (breadcrumbing, funneling, the "edge of the world", etc.). Chapter 6 covers Game Characters (including types of protagonists, antagonists, and NPCs, and the traits and characteristics thereof), and Chapter 7 deals with the specifics of cutscenes and scripted events, and the dangers of removing player control.
Chapters 8 through 10 see the camera zooming out a bit more to cover the broader concepts of Writing Comedy for Videogames, Writing for Licenses, and The Needs of the Audience, respectively. Of the three, the last is the crunchiest, covering specific demographic data and the issues of gender, ethnicity and disability as they relate to a game audience.
The final four chapters cover issues specific to videogame writing, and as a whole generally focus on dialogue. The short Chapter 11 deals with Localization issues (translation, lip synching, cultural differences), with Chapter 12 covering Voice Actors more generally, including: a discussion of context, inflection, and emotion; the need to be at the recording session; and other technical considerations. Chapter 13 deals with Interchangeable Dialogue Content, and covers stitching, dialogue driven by game events, and the problems associated with simultaneity, interruptions and inflections. Chapter 14 closes the book on a crunchy note, covering Dialogue Engines in some detail, with many examples of the codelike format involved (dynamic elements, if-then statements, cases and states).
Although it probably goes without saying, this is obviously a book by writers, for writers. The book is very heavy with text, featuring only a very few charts and icons to break up the copy, so as far as layout and flow there's little to complain about aside from some minor inconsistencies, such as the little 'Note' icons which appear in Chapter 3 and nowhere else. Though dense with information, it's fairly easy to find your way around, as the book features an 8-page glossary, 6-page index and a perhaps too-detailed 9-page table of contents. Also worth noting is the copyediting; aside from some very sporadic typographical issues, the book gets an A+ for editing (with Chapter 2 perhaps only an A). Overall, it's hardly worth mentioning, which is always a good thing when it comes to typos.
My biggest complaint with the book is what's not covered. For instance, examples from real games, is billed as a main feature on the back cover, but there could have been more of them, especially with regards to more current games. This is not to say that they're not in there, but certain chapters (particularly those in the book's first third) would have benefited from less Star Wars and more Knights of the Old Republic. It's helpful to be aware of the high-level theory, but this is after all a book about game writing, so more examples from relevant games would be welcome.
I also found myself wishing that the book had devoted a chapter to breaking into the field of videogame writing. Books on other aspects of game design and development typically include such information: I have several on my desk right now that discuss how to create a portfolio and land a job as a Level Designer or Game Designer. Do videogame writers simply spring from the head of Zeus, ready for battle? With this information in place, the book would be a more useful tool to everyone from the pro writer to the complete novice; as it stands, the book is much more helpful to those already in the field. However, wishing that the book covered job entry is, I admit, somewhat akin to wishing that a book on carpentry also included a chapter on lumberjacking. Relevant, but not to be faulted for its absence.
As a whole, the book does what it sets out to accomplish, and provides a good overview of the issues involved in writing for videogames. It's a must-have for anyone in the videogame industry, or anyone who wishes to be.
You can purchase Game Writing: Narrative Skills for Videogames from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
When I see that a movie has multiple writers involved, I get a little nervous. It's usually a bad sign, generally indicating that the narrative will be somewhat piecemeal and uneven. As this book has 13 writers and a half-dozen additional subeditors, I was likewise nervous, but I was happy to discover that although each chapter has a different emphasis, the general tone remains steady throughout the book. There's a little more fluff up front, and a little more crunch in the back, but taken as a whole the book maintains a coherent focus. These 13 voices speak in harmony, and adequately cover both the creative and technical aspects of writing for games without any noticeable bumps.
The preface by Chris Bateman explains that a book on videogame writing is difficult to write, as many areas of the industry are still ill-defined. Whereas Hollywood has a fairly standard screenplay format that's fairly easy to work with, the videogame industry offers no single script format, due to the different requirements of different genres and different companies. Personal experience has taught me, for instance, that Microsoft Excel is one of the more useful tools when writing for games; one would not generally associate spreadsheets with narrative flow.
The chief complaint here is that there are no clear examples of great game narratives, with the industry's shining stars falling somewhat below the highest standards of work in other media. My interpretation of this is that Half-Life 2 is less Godfather 2, and more Escape From L.A. — good enough, but not great. According to Bateman, chief culprits for the lack of artistic polish may include the fact that the game industry is so young (compared to radio, television, and movies) and the lack of artistic freedom within the industry.
Worth calling out here is an example of where the industry seems to be falling short. At one point, the book discusses the concept of 'forced failure' in games, and why it's a narrative tactic to be avoided. A good example of this (my own, not the book's) is near the end of the original Half-Life game, which sees Gordon Freeman captured, stripped of all his gear, and dumped in a trash compactor, with the player unable to do anything but watch. Yet Half-Life won numerous Game of the Year awards, and is still considered by many to be one of the best games of all time. The point is not that Half-Life is a bad game for using 'forced failure', but rather that it could have been a a better game if it hadn't resorted to that tactic. In other words, even good games can do better, and this book is a first step towards achieving that goal, by way of establishing a 'coherent narrative language' for games.
The book itself is divided into 14 chapters. The first three can be roughly clustered into a category called Game Narrative, as they all focus on higher-level narrative theory. Chapter 1 provides an overall introduction, defining story, character, and other such terms before delving into what makes game writing unique (as compared to other media) and how a writer uses the tools provided (dialogue, cutscenes, etc.). Chapter 2 covers the Basics of Narrative, including Aristotle's Poetics, Joseph Campbell's Hero's Journey, Freytag's Pyramid, Syd Field's Screenplay model, and the other sorts of things we English majors learn in school in lieu of math and science. Extensive discussion of Star Wars: Episode IV and how it maps to these models is provided, along with some coverage of Jungian and Campbellian Archetypes. Chapter 3 is an overview of what's involved with writing for games, covering the difference between narrative and story, types of narrative, pacing, structure, and the concept of player agency.
The next four chapters of the book contain less high-level theory and more specific application. The first two cover the path the character takes through the game, with Chapter 4 being an exploration of Nonlinear Game Narrative (branching structure, parallel paths, and how to merge story and game) and Chapter 5 discussing how to keep the player on track (breadcrumbing, funneling, the "edge of the world", etc.). Chapter 6 covers Game Characters (including types of protagonists, antagonists, and NPCs, and the traits and characteristics thereof), and Chapter 7 deals with the specifics of cutscenes and scripted events, and the dangers of removing player control.
Chapters 8 through 10 see the camera zooming out a bit more to cover the broader concepts of Writing Comedy for Videogames, Writing for Licenses, and The Needs of the Audience, respectively. Of the three, the last is the crunchiest, covering specific demographic data and the issues of gender, ethnicity and disability as they relate to a game audience.
The final four chapters cover issues specific to videogame writing, and as a whole generally focus on dialogue. The short Chapter 11 deals with Localization issues (translation, lip synching, cultural differences), with Chapter 12 covering Voice Actors more generally, including: a discussion of context, inflection, and emotion; the need to be at the recording session; and other technical considerations. Chapter 13 deals with Interchangeable Dialogue Content, and covers stitching, dialogue driven by game events, and the problems associated with simultaneity, interruptions and inflections. Chapter 14 closes the book on a crunchy note, covering Dialogue Engines in some detail, with many examples of the codelike format involved (dynamic elements, if-then statements, cases and states).
Although it probably goes without saying, this is obviously a book by writers, for writers. The book is very heavy with text, featuring only a very few charts and icons to break up the copy, so as far as layout and flow there's little to complain about aside from some minor inconsistencies, such as the little 'Note' icons which appear in Chapter 3 and nowhere else. Though dense with information, it's fairly easy to find your way around, as the book features an 8-page glossary, 6-page index and a perhaps too-detailed 9-page table of contents. Also worth noting is the copyediting; aside from some very sporadic typographical issues, the book gets an A+ for editing (with Chapter 2 perhaps only an A). Overall, it's hardly worth mentioning, which is always a good thing when it comes to typos.
My biggest complaint with the book is what's not covered. For instance, examples from real games, is billed as a main feature on the back cover, but there could have been more of them, especially with regards to more current games. This is not to say that they're not in there, but certain chapters (particularly those in the book's first third) would have benefited from less Star Wars and more Knights of the Old Republic. It's helpful to be aware of the high-level theory, but this is after all a book about game writing, so more examples from relevant games would be welcome.
I also found myself wishing that the book had devoted a chapter to breaking into the field of videogame writing. Books on other aspects of game design and development typically include such information: I have several on my desk right now that discuss how to create a portfolio and land a job as a Level Designer or Game Designer. Do videogame writers simply spring from the head of Zeus, ready for battle? With this information in place, the book would be a more useful tool to everyone from the pro writer to the complete novice; as it stands, the book is much more helpful to those already in the field. However, wishing that the book covered job entry is, I admit, somewhat akin to wishing that a book on carpentry also included a chapter on lumberjacking. Relevant, but not to be faulted for its absence.
As a whole, the book does what it sets out to accomplish, and provides a good overview of the issues involved in writing for videogames. It's a must-have for anyone in the videogame industry, or anyone who wishes to be.
You can purchase Game Writing: Narrative Skills for Videogames from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
It is almost 20 bucks cheaper at Amazon. It has a four star average review there.
(that's an associates link. if that is a problem, don't click on it.)
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
Billed as the 'first complete guide to writing for games', Game Writing: Narrative Skills for Videogames [...]
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 [...]".
I can't believe anybody would specialize in this. Based on the games I've played this could be the perfect career choice for writers who lack any and all basic literacy skills (eg: slashdot editors). Another 10 years and the RAMBO script is going to be hailed as Shakespearian.
"Game Documentation Writing"
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 port forwarding for the massive number of broadband users who would benefit from it? HOW ABOUT INSTRUCTIONS ON HOW TO PLAY BOTH FACTIONS??? (I'm talking to you, developers of Company of Heroes)
120 characters for a sig? That's bloody useless.
There's a difference between writing them, and writing FOR them.
120 characters for a sig? That's bloody useless.
Geez, get it right.
Another link You're welcome
if warren spector had written this, i would buy it.
On how to translate Japanese into really bad English successfully the first time.
Whereas Hollywood has a fairly standard screenplay format that's fairly easy to work with,
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
It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
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 central problem with the majority of the entries? Lack of storytelling skills.
Here is an example that does have a story and that has been highly rated:
The Butcher of Leningrad
Here is an article that attempts to address the problem of:
What Is A Story
Anyone who has set off to write a novel or even a short story will eventually confront this question: what is a story? There are many books available, those that were published in the past fifty years and those that more recently entered print.
As a budding author, you may commence to write a story or what you think is a story by trying to relate an anecdote that you heard. Unless you are quite fortunate, this approach does not yield very good fruit. The explanation of why this doesn't is as mysterious as the entire writing process. One cannot go to a single place and find the answer, as one could hope to do with an encyclopedia. Rather, one must investigate the answer and attempt to get close to the solution.
Ernest Hemingway's Advice: "Don't Describe, Invent"
I began my life as a writer back in 1983, when I was 18 years old. I first began by reading Ernest Hemingway's "First 49" short stories. I was amazed at how effective they were. I dissected them sentence by sentence, trying to figure out by the arrangement of clauses, the control over concrete verbs and the avoidance of adjectives what he had accomplished. I did not arrive at an obvious answer and in fact just got more confused. I turned to the many biographies and analytical works that strove to understand what Hemingway was trying to achieve. I accomplished the same thing I would have if I had just read each of the stories over and over a hundred times. I achieved a critical close reading by reading these biographies and critical analyses.
More importantly, though, I heard related a lot of the comments Hemingway himself made about his writing life. He was always making pronouncements that I did not understand and that frustrated me. One of the first ones I heard was: "Don't describe, Invent." Well, I thought. What the devil does that mean? It took me about two years of my own writing to start to understand what he was meaning by this cryptic comment. Hemingway was describing the process of story writing. When a writer tries to create a story out of something that actually happened to them, they are apt to describe what actually happened. That might work except that a person's imagination--driven by their subconscious--is always limited by what actually happened to them. Their imagination can go no further than the real events. If the writer does not base their story on a real event, then what we just described (description) is not an option. If the writer makes up a story from whole cloth, then they are not describing, they are inventing. In this situation, the imagination--driven by the subconscious--is not hampered by the real events that happened. Instead, the mind is free to live in the story, to make it up as it goes along. This is the first secret that a writer must learn. Usually a writer will not get around to inventing stories until they have used up all the stories they know or have heard. So, it isn't until you use up all the crap you know that you start to really engage your imagination and write some good stuff.
Hemingway's Iceberg Principle
Hemingway was full of these little nuggets of wisdom. I am fort
choad wanker
Uwe Boll? Is that you?
The theory of relativity doesn't work right in Arkansas.
1. Hire either Samuel L. Jackson, Bruce Willis, or Morgan Freeman to narrate
2. ???
3. Profit!
This sig isn't original enough, it's time to come up with something witty...
Too bad videogames are still limited by the versatility of their prewritten scripts. You either have to have a bunch of mute whores (GTA) or a lot of very obsessive task-oriented people NPCs. "I really think we should get back to the mission." "I hardly think this is a time to be fooling around." "Stop touching me!"
And let me tell you, if you are a writer who likes video games... get a job writing for some other medium, and play games after work. Unless you work on a project where the story is regarded as critical from the upper levels of management on down you are likely to be a frustrated video game writer.
Just saw a conference with a panel on storytelling in video games:
http://herosjourneyentrepreneurship.org/
Seems classic story surround us--practically everywhere but video games.
When will video games achive deeper narrative? Do they need to?
Are video games art?
Is there a classic video game on par with Shakespeare or the Odyssey or Dante's Inferno?
Can Campbell's "Hero's Journey" be brought to life in the realm of video games?
Often wrong but never in doubt.
I am Jack9.
Everyone knows me.
The problem with lots of games, but not all, is that the formula is either "Choose Your Own Adventure" oriented, where your actions have profound and unpredictable consequences, often with no rhyme or reason, or the story lines are fixed as you advance through the adventure, with too little interaction, just little movies. There has to be a better model.
An evil
[ ] 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
Barnes and Noble is selling this book for $39.95, but Amazon.com is only selling it for $21.57!
Save yourself $18.38 by buying the book here: Game Writing. That's a total savings of 46.01%!
These sorts of problems have already been well-researched for interactive fiction. Check out books like "Twisty Little Passages" for more details.
That's cheap enough to buy a copy for the Duke Nukem Forever team.
Oh, to have that kind of job security.
It is no longer uncommon to be uncommon.
"What Writing For Games Is Really Like" was posted yesterday.
Is says "videogames" right there in the book title, why was it dropped in the Slashdot headline? Last time I checked, you didn't need to consider voice actors for a typical card game. Videogames are a sub-set of games -- not the entire set!
As long as most people don't really care much either way, there's no incentive for game writing to rise above the level of a bad fantasy or sci-fi novel. You can sell a game on great gameplay or great graphics, but it's pretty tough to sell it on great writing alone.
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"), I die a little inside.
Thank you, but the princess is
[ ] in another castle
Rinse and Repeat for maximum effect
I hope this book helps out the video game writing situation, but most video games still have better writing than the movie referenced in this post's title.
I've won several awards for my Neverwinter Nights modules. These were all coded and written almost completely by myself. In all honesty, both the writing and the coding are equally challenging for me, in different ways. I'm a long-time programmer, so I can whip up some code pretty easily, though debugging and understanding the inner mysteries of the game engine is often challenging. Being able to consistently write good dialog and maintain focus on key plot themes can also be quite difficult.
For me, it's great fun, as different parts of my brain get a good workout when making a module. For writing, I like to hang out in a coffee shop with a tattered notebook. When coding, it's tea in front of the computer. I guess the moral of the story is that everything is easy with enough caffeine.