Writing for Games: Theory and Practice

Writing for Games: Theory and Practice

by Hannah Nicklin
Writing for Games: Theory and Practice

Writing for Games: Theory and Practice

by Hannah Nicklin

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Overview

Focussing on the independent videogames sector, this book provides readers with a vocabulary to articulate and build their games writing practice; whether studying games or coming to games from another storytelling discipline. 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 case studies to explore the theory explored in Part 1. The Practical Workbook offers a series of provocations, tools and exercises that give the reader the means to refine and develop their writing, not just for now, but as a part of a life-long practice.

Writing for Games: Theory and Practice is an approachable and entry-level text for anyone interested in the craft of writing for videogames.

Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practising for nearly 15 years. She works hard to create playful experiences that see people and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Nicklin moved into interactive practices early on in her career and is now the CEO and studio lead at Danish indie studio Die Gute Fabrik, which most recently launched Mutazione in 2019.


Product Details

ISBN-13: 9781032023052
Publisher: CRC Press
Publication date: 05/24/2022
Pages: 300
Sales rank: 400,115
Product dimensions: 6.12(w) x 9.19(h) x (d)

About the Author

Hannah Nicklin is an award-winning narrative and game designer, writer, and academic who has been practicing for nearly 15 years. She works hard to create playful experiences that see people, and make people feel seen, and also argues for making games a more radical space through mentoring, advocacy, and redefining process. Trained as a playwright, Hannah moved into interactive practices early on in her career and is now the CEO and Studio Lead at Danish indie studio Die Gute Fabrik, who most recently launched Mutazione in 2019. She has a PhD in games-influenced theatre and theatre-influenced games as anti-capitalist practice and spends her spare time racing bikes (the pedal kind). @hannahnicklin gutefabrik.com

Table of Contents

Introduction 1

Who Am I, Anyway? 3

Who Is This Book Aimed At? 4

Theory, Practice, and Implementation 5

Focusing on Indie Productions 5

How Is the Videogames Industry Structured? 6

Why Not Write About Writing for AAA? 8

Focusing on Writing 10

Games Are Not Special 11

Therefore, the Intention of the Book 13

How to Read My Perspective 13

Part I Theory

Chapter 1 Craft 19

What Do You Mean, 'Storytelling Is a Craft? 19

Educated Fan, Amateur, or Professional 21

The Material Context of Games 22

Narrative Design Is Not Writing and Vice Versa 23

The Different Layers of Writing in a Game 24

Why Is Vocabulary Important? 25

Chapter 2 Vocabulary: Games 27

A Beginner Vocabulary for Game Development 27

Creative Director 28

Tech Lead 28

Art Roles 29

Narrative Lead 30

Programming Roles 31

Design Roles 31

Audio Programmer, SFX Artist, Composer 32

Producer, Project Manager 32

QA, Localisation, Community Manager, PR, Etc 33

Process Vocabulary 34

Funding and Milestones 34

Vertical Slice, Horizontal Slice, Demo, Playable Prototype, Early Access 35

NDAs, Rights Assignment, and Revenue Shares 35

Design Processes 36

Story Tools 37

Project Management and Collaboration 38

Defining Your Process 38

Chapter 3 Vocabulary: Story Structure 41

The Tyranny of Film 42

Structure 43

Acts 43

Aristotle and Horace 44

Freytag's Pyramid 45

The Monomyth and the Hero's Journey 45

Christopher Booker's Seven Basic Plots 46

The Problem with All of This 47

Where Else Might We Turn? 49

Promenade, Panorama, Pass It On 49

Ibsen Crumbles the Walls of A Doll's House 50

Dada and Meaning-Making in a World of Meaningless Horror 51

Brecht 52

Boal 53

Television 54

So … I Have to Do a PhD in Literary Theory throughout History? 55

Chapter 4 Vocabulary: Story Components 61

Story 62

Story-World 62

Plot 63

Subplots 64

Narrative 66

Writing 67

Genre 68

Form 69

Setting 70

Literary Devices 71

Deus ex Machina 71

Red Herrings 71

Dramatic Irony 72

MacGuffins 72

Cliffhangers 72

Foreshadowing 72

Set-Ups and Pay-Offs 73

Reversals 74

Allegory 74

Imagery, Motifs, Symbolism 77

Narrator(s) 77

Format 79

Enough Vocabulary 80

Chapter 15 Games Writing As a Discipline 81

Writing for Games 82

Writing for Speaking vs. Writing for Reading: Examples 83

Some Affordances of Writing for Games 85

What Is the Writing in the Game Supposed to Do? What is Its Verb? 89

Writing for a Player Character 91

Choice Voice, Type, and Modality 95

When Is Writing Not It? 98

Building a Palette for Showing Not Telling 98

Game-Specific Formats of Writing 100

Barks 100

Found Objects 101

Item Descriptions 101

Lore 101

Tutorial Text, Clues, Hints, To-Do Lists 102

Menu and UI Text 102

Loc, VO, Accessibility, Style Guides, Proofreading 103

Documentation, Proposals, and Design Meetings 105

Scope 107

Project-Specific Vocabulary 107

What If the Writing Can't Solve the Problem? 108

Chapter 6 Form-Led Design 111

What Is Form-Led Design? 111

Form-Led Thinking in Games 114

Form and Craft: What Game Stones Can Learn from Other Storytelling Disciplines 114

Dance 115

Poetry 115

Ceramics 117

Live Art 117

Radio Drama 119

Other Forms 121

Conclusions 122

Chapter 7 A Note on Writing Comedy 123

Chapter 8 Further Reading 129

Straight-Up Technique 129

Workbooks 131

Understanding Format 133

Journeys in Writing Practices 133

Chapter 9 A Note on Ethics 137

Part II Case Studies

Chapter 10 Introduction to the Case Studies 143

Chapter 11 Character and Dialogue in Life is Strange 2 145

Key Takeaways 151

Further Reading 152

Chapter 12 Ethics and Adaptation in 80 Days 153

Key Takeaways 157

Further Reading 157

Chapter 13 Format and the Heist in LAST STOP 159

A General Note on Format in Last Stop 160

The Heist 162

Key Takeaways 171

Further Reading 171

Part III A Practical Workbook

Chapter 14 Introduction to the Workbook 175

Know Thyself 176

How Do You Learn? 176

How Do You Work? 176

How Do You Reflect? 177

Pathfinding 178

Practice Is Not Career 179

Tools 181

Chapter 15 Tools for Starting 183

Seeds 184

Form-Driven Design 186

Form-Driven Design Sheet 188

Character Sheets 189

Character Design Sheet 190

Other Character-Creation Techniques 192

World Sheets 194

Place Design Sheets 195

Applied Use of Sheets: Story-Driven Puzzle Design 197

Puzzle Design Form 201

Brief Setting 205

Chapter 16 Tools for Developing 209

Critical Response Theory 210

Roles 211

The Artist 211

The Responder(s) 212

The Facilitator 212

The Four Stages of Feedback 212

A Note on Playtesting 214

Prototyping 216

Developing Character: Dialogue 217

Writing Begins with Listening 217

Developing Story: Structure 222

Learning to Edit 229

Diagnosing What's Wrong 232

Advocacy, Diversity, and Representation 234

Tools for Collaboration: Design Documentation 236

Case Study: Gardens or Story? 236

Location_Name 241

What Happens When You Don't Get What You Need? 245

Writing Is Cheap 246

Developing Your Practice 247

Chapter 17 Tools for Finishing 249

After Content Lock 250

Quality Assurance 251

Loc and VO 252

Certification, Marketing, and PR 261

Reviews 262

Reflecting 263

Portfolio 265

Practice 266

Conclusion 273

Select Glossary of Games Industry Terms 275

Bibliography 279

Index 285

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