Slashdot Mirror


Professional Techniques for Video Game Writing

Aeonite writes "Professional Techniques for Video Game Writing is the followup to Game Writing: Narrative Skills for Videogames, and the second book written by members of the Game Writers' Special Interest Group of the 14,000 member strong IGDA. The book covers much of the same terrain as its predecessor, but offers a tighter focus on some specific points, covering more technical (as in technique) details rather than broader narrative theory; if the first book was a Google Map, this one would be the Street View." Keep reading for the rest of Michael's review. Professional Techniques for Video Game Writing author Wendy Despain (Editor) pages 250 publisher A.K. Peters Ltd rating 10 reviewer Michael Fiegel ISBN 978-1-56881-416-2 summary A detailed look at professional video game writing techniques. Three authors from the first book — Richard Dansky, Rhianna Pratchett, and Andrew Walsh — also pen chapters here; they are joined by a dozen others, including three authors who helped edit the first book: Sande Chen, Wendy Despain, and Beth Dillon. In the interest of full disclosure, my own name appears beside a few quotes in this book; I am a member of the IGDA Writer's SIG, but I had no involvement in the writing or editing of the book itself.

When I reviewed Game Writing last year, my only reservations were that the book could have used some more specific examples from relevant games, and that it could have included a chapter on breaking into the field of game writing. It's nice to see that both of those issues have been addressed in this book. In fact, the latter issue is dealt with right where it should be — in chapter 1, "How to Break In and Stay In." Author Beth Dillon covers the importance of education, experience and a solid portfolio, but spends more time on the all-important notion of networking. Much of the chapter is also devoted to "how I did it" stories, which offer prospective writers a fairly good idea of the many ways in which one can get involved writing for games.

The next several chapters cover specific types of game writing documents and formats. Collectively they are in my opinion among the best in the book, even though they really can only touch the surface of the vast amount of documentation — internal and external — that goes along with the making of a game. As one might expect, the first of these — Chapter 2 — covers the broad issue of format in a discussion of "Interactive Script Formatting." Here, Author (and editor) Wendy Despain discusses the lack of a single script format, the standard screenplay format, the realities of using Microsoft Excel, branching narratives and the Neverwinter Nights Aurora Toolset. In the next chapter, Erin Hoffman offers a brief, concise discussion of the need for brief, concise pitch documents and executive summaries, two of the key documents found in the early stages of game design.

Chapter 4, by John Feil, then focuses on the types of Game Documentation that appear once game development has actually begun; he covers everything from versioning, wikis and source control, to the evolution of documents from pitch to treatment to game design document, as well as supplementary documents such as technical design docs and scripts. Feil also pens chapter 5, "Manuals, In-Game Text, and Credits", which has a fairly self-explanatory title. Worth noting in this chapter is the acceptance of some unpleasant realities of the industry, including the last-minute rush to get manuals done, the difficulties in working with various groups, and the fact that no one reads the manual anyway. Also mentioned is the issue of credits in the game industry — one of the primary reasons for manuals, and a constant thorn in the side of just about everyone who's ever made a game. The IGDA is working hard on a standard, and the book mentions their efforts, which can be followed on the IGDA website.

Several later chapters also cover specific types of documentation in some detail. Chapter 12, by Andrew Walsh, covers Tutorials, including issues of narrative models and the fact that tutorials are often added late in the development cycle. Chapter 13, by Alice Henderson, focuses on Strategy Guides, covering issues such as dealing with bugs, acquiring screenshots and maps, and dealing with drafts and deadlines.

In-between and elsewhere, the book also covers: the emerging industry of narrative design; the pros and cons of remote contracting versus working in a game studio; writing in a team; breaking writing up into "bite-sized chunks" to get the work done; writing for new intellectual property (versus existing IP); writing for different types of audiences; and working with voice actors in the recording studio. Some of these chapters drift a bit closer to ground already covered in the SIG's first book, but each does offer a degree of additional detail that readers will find helpful. Especially noteworthy is Richard Dansky's chapter on Script Doctoring, which offers a plethora of information and tips on how to do it well, along with plenty of exercises on how to practice your skills.

Dansky's piece is followed by Evan Skolnick's "Game Writing and Narrative in the Future," which looks at the direction the industry is going, and explores why writers are necessary, and how a theoretical game story system for future games might work (with a sideways glance at ELIZA and the Turing Test). After this final chapter, the book contains four appendices full of script samples, pitch documents, excerpts and other writing documents from games such as Bratz: Forever Diamondz, Pests, Food Finder and Call of Juarez. As is always the case when such gaming documents are presented, the lists of barks ("Great!" "Sweet" "Awesome!") are at once ridiculous and helpful to see in print, demonstrating quite a lot about the nature of game writing in their seeming redundancy.

Closing out the book is a list of author bios (there are 15, contributing to 16 chapters), including the likes of the aforementioned Richard Dansky (Ghost Recon, Splinter Cell), Chris Klug (Stargate Worlds, Earth & Beyond), Rhianna Pratchett (Heavenly Sword, Overlord), Anne Toole (The Witcher, Stargate Worlds) and Andrew Walsh (Harry Potter and the Order of the Phoenix). Notable is the fact that 7 out of the 15 authors are women; in a male-dominated industry, it would seem that in the realm of writing, at least, things are a bit more balanced.

In addition to being filled with useful information and tips, most of the chapters also feature one or more exercises at the end, providing readers (who are presumably also writers) with ways to test their skills in a practical manner using the techniques and theories discussed in each chapter. In some cases the Exercises are a bit lackluster and seem tacked on, but many are quite comprehensive and detailed; Dansky offers five such exercises which resemble nothing so much as a final exam from a college course on Script Doctoring. Alas, it seems doubtful that Professor Richard will be available to grade everyone 's work.

Professional Techniques is definitely a book by writers, for writers; even moreso than its predecessor. Insightful discussion of game writing issues is matched with many excellent examples and helpful exercises, and the whole piece is only very slightly marred by some odd chapter arrangement in the middle of the book. This arrangement places Chapter 5's coverage of Manuals and In-Game Help and Chapter 12's discussion of Tutorials further apart than seems logical, especially considering the wide range of topics covered in-between. However, this is truly nit-picking, and overall the book deserves top marks. Stylistically and informatively, it's at least on par with its elder cousin, and will serve as an excellent addition to the library of any game writer — current, or prospective. I highly recommend it.

You can purchase Professional Techniques for Video Game Writing from amazon.com. Slashdot welcomes readers' book reviews — to see your own review here, read the book review guidelines, then visit the submission page."

5 of 98 comments (clear)

  1. The video game industry is great... by Anonymous Coward · · Score: 3, Informative

    ...if you like working 50-60 weeks standard (70-80 at crunch time), not being able to take your vacation during the middle of a project (meaning, going 2 years with no vacation and then taking several months off), working while sick (and with sick coworkers), being paid significantly less than programmers in other fields, and finding yourself out of a job every few years too.

    But you DO get to write some cool code.

  2. Re:Closing out the book... by Broken+scope · · Score: 2, Informative

    Witcher wasn't great, but it wasn't terrible.
    Writing has little to do with camera angles.
    Earth and Beyond had a passable story(Its a defunct MMO)
    Overlord had interesting gameplay.
    Heavenly Sword was a firm MEH at the end of the day.(The sequel got canned and the dev is having a bit of fallout with sony)
    heard the HP game was okay.

    --
    You mad
  3. Re:guys playing girl writers? by Anonymous Coward · · Score: 1, Informative

    Yes, they definetely are women. I think I've met them all on various occasions. They really deserve credit and they all have made wonderful games.

    Here's to the long overdue equaling of the sexes in video games.

    v

  4. how to make games by suck_burners_rice · · Score: 2, Informative

    1. Download libsdl (Simple DirectMedia Layer, works on many OSes and platforms)

    2. ???

    3. Profit!

    --
    McCain/Palin '08. Now THAT's hope and change!
  5. Re:How about losing some of the cliches? by querist · · Score: 3, Informative

    I am all for avoiding cliches, but the "wakes up with amnesia" or variants thereupon (for example, the original Myst where you start out finding a book and having no clue beyond that) are handy to avoid (1) needing a read a long introduction, (2) having a long video introduction, or (3) needing to be somewhat familiar with the game world before even playing the game.

    That particular cliche gives the writer the ability to allow the player to have little understanding of what is going on and make it fit into the story. The player learns things as the character learns or remembers them in the game.

    Like anything else, it can be over done and done poorly, but I still think that specific plot device can be used well.

    And as far as "saviour of the realm/planet/universe", well... I'll go along with that but again, some games are clearly fantasy. Why not "dream big"? Why not let the player save the whole planet? It's only a game!