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Game Writing: Narrative Skills for Videogames PDF

457 Pages·2021·13.11 MB·English
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Game Writing Game Writing Narrative Skills for Videogames Second Edition Edited by Chris Bateman BLOOMSBURY ACADEMIC Bloomsbury Publishing Inc 1385 Broadway, New York, NY 10018, USA BLOOMSBURY, BLOOMSBURY ACADEMIC and the Diana logo are trademarks of Bloomsbury Publishing Plc First published in the United States of America 2021 Copyright © Chris Bateman, 2021 For legal purposes the Acknowledgments on p. xiv constitute an extension of this copyright page. Cover design by Ben Anslow Cover image © Peter Bohm All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. Bloomsbury Publishing Inc does not have any control over, or responsibility for, any third-party websites referred to or in this book. All internet addresses given in this book were correct at the time of going to press. The authors and publisher regret any inconvenience caused if addresses have changed or sites have ceased to exist, but can accept no responsibility for any such changes. ISBN: HB: 978-1-5013-4895-2 PB: 978-1-5013-4896-9 eBook: 978-1-5013-4897-6 ePDF: 978-1-5013-4899-0 Typeset by Deanta Global Publishing Services, Chennai, India To find out more about our authors and books visit www.bloomsbury.com and sign up for our newsletters. Contents About the Authors vi Preface x Acknowledgments xiv 1 Introduction to Game Narrative Richard Dansky 1 2 The Basics of Narrative Stephen Jacobs 25 3 Writing for Games Richard Boon 45 4 Nonlinear Game Narrative Mary DeMarle 73 5 Keeping the Player on Track Chris Bateman 91 6 Game Characters Andrew S. Walsh 115 7 Cut Scenes and Scripted Events Richard Dansky 143 8 Writing Comedy for Videogames Ed Kuehnel and Matt Entin 167 9 Writing for Licenses James Swallow 187 10 The Needs of the Audience Rhianna Pratchett 205 11 Beware of the Localization Tim Langdell 217 12 Adding Magic: The Voice Actors Coray Seifert 227 13 Interchangeable Dialogue Content Dr. Ernest Adams 255 14 Dialogue Engines Chris Bateman 287 15 Massively Multiplayer Storytelling Dr. Richard A. Bartle 315 16 The Tales Cities Tell Dr. Konstantinos Dimopoulos 339 17 Interactive Script Formats Wendy Despain 365 18 The Avatar and the Player’s Mask Chris Bateman 379 Glossary 401 References 410 Index 426 About the Authors Editors (Second Edition) Chris Bateman (Editor) is an award-winning game designer and narrative designer. He has thirty years of experience in the games industry and has worked on over fifty published games with his acclaimed game design and narrative consultancy International Hobo Ltd. His first game as lead designer and writer was Discworld Noir, and his most recent titles are the PlayStation VR game The Persistence, Shadows: Awakening, Tropico 6, and his lo-fi indie game passion project, Silk, which pays tribute to the 1980s British bedroom coding legend Mike Singleton. Find him at ihobo.com or @SpiralChris on Twitter. Neil Bundy (Subeditor) is one of International Hobo’s hardest working minions. He has been in the trenches of game development for two decades, providing consultancy services in game design, dialogue scripting, and troubleshooting for dozens of videogames at all scales of development, as well as working on tabletop role-playing games in the 1990s. As subeditor for the second edition, Neil’s tasks included swearing at a great variety of computer software and the main editor. Chapter Authors Dr. Ernest Adams is a senior lecturer at the Department of Game Design, Uppsala University, and is the founder of the International Game Developers’ Association. He has served in the game industry since 1989 and is the author of six books, including the university-level textbook Fundamentals of Game Design, Third Edition. Adams’s research interest is in interactive storytelling, the subject in which he holds a PhD. Before his academic career, he worked for many years as a game designer and video producer at Electronic Arts. He has developed online, computer, and console games for everything from the IBM 360 mainframe to the present day. His professional website is at designersnotebook.com. Dr. Richard A. Bartle is Honorary Professor of Computer Game Design at the University of Essex, UK. He is best known for having cowritten in 1978 the first virtual world, MUD, and for his 1996 Player Types model, which has seen widespread adoption by the MMO industry. His 2003 book, Designing Virtual Worlds, is the standard text on the subject, and he is an influential writer on all aspects of MMO About th e Authors vii design and development. In 2010, he was the first recipient of the prestigious GDC Online Game Legend award. Richard Boon has enjoyed twenty years in the videogame industry as a writer, designer, and teacher. As Head of Narrative Design Services at International Hobo for many years, he worked on dozens of games including MotorStorm: Apocalypse, Pac-man World 3, and numerous successful cartoon license adaptations such as Fairly Oddparents and Spongebob Squarepants. His recent titles include Tropico 6 and Angry Birds VR. He currently works for Leeds-based XR Games, investigating the potential of Virtual Reality as an interface for videogame storytelling. Richard Dansky is the Central Clancy Writer for Red Storm/Ubisoft and is a twenty- year veteran of the videogame industry. His credits include Tom Clancy’s The Division and The Division 2, Splinter Cell: Blacklist, Driver: San Francisco, and numerous others. A published author, he has seven novels and one short fiction collection to his credit. Richard was also a tabletop game developer for White Wolf Game Studios, most recently developing Wraith: The Oblivion 20th Anniversary Edition for Onyx Path. He lives in North Carolina with his cat and an ever-changing collection of single malt scotch. Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from videogames to augmented reality. She has worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming, and her books include Professional Techniques for Video Game Writing, Writing for Video Game Genres, Talking to Artists/Talking to Programmers, and 100 Principles of Game Design. She is currently working as a production director at ArenaNet, makers of the Guild Wars franchise. Mary DeMarle has been designing, writing, and creating narratively driven Triple A videogames for over twenty years. Although best known for her award-winning work on Square Enix’s Deus Ex franchise, she has also written extensively for such beloved series as Tom Clancy’s Splinter Cell (Ubisoft), Myst (Cyan Worlds), Dungeon Siege (Gas Powered Games), and Homeworld (Relic Entertainment). She is currently hard at work on a new, top secret project for Eidos Montreal that promises to be unlike anything she’s written before. Dr. Konstantinos Dimopoulos is an urban planner, geographer, game urbanist, and designer. He is a lecturer on level design at SAE Athens and author of the Virtual Cities atlas. The first commercial game Konstantinos designed and wrote for was Droidscape: Basilica by Kyttaro Games, and he has since then worked and consulted on the urbanism of a variety of games including The Sinking City by frogwares, Lake by gamious, A Place for the Unwilling by Alpixel, and Cyberganked by Robb Sherwin. Most of his articles appear on Wireframe magazine, and most of his talks and lectures take place in Europe. His professional website is www.game-cities.com, and you can find him on Twitter at @gnomeslair. viii About the Authors Matt Entin’s career as a videogame writer began with 2004’s Leisure Suit Larry: Magna Cum Laude. Since then, he has worked on a variety of titles including Valiant Hearts: The Great War, Agents of Mayhem, and Maneater; he forays into advertising, comics, and film as well. He lives in Arizona, surrounded by mountains and a wide array of desert creatures that could kill him at a moment’s notice. Stephen Jacobs is a professor with Rochester Institute of Technology’s School of Interactive Games and Media and is a scholar-in-residence at the Strong National Museum of Play. He has been a narrative or game designer on “serious games” including on Picture the Impossible, Just Press Play, the Finger Lakes Interactive Play website and app, and Martha Madison’s Marvelous Machines. Most recently, he produced The Original Mobile Games for iOS, Android, and the Nintendo Switch. Ed Kuehnel has worked on the comedic games Mario+Rabbids: Kingdom Battle, LocoCycle, The Gunstringer, Comic Jumper: The Adventures of Captain Smiley, and Leisure Suit Larry: Magna Cum Laude, among others. He is a former contributor to The Onion and cowrote the comedy-horror film Lumberjack Man. His first comic book collaboration, Invasion from Planet Wrestletopia, can be found on Amazon’s Comixology. He is also a senior economist at a think tank advocating credible policy solutions that support a climate of bizarre but surprisingly delicious, fast-food creations. Tim Langdell is an early founding member of the games industry having formed one of the first companies, Edge Games, which at one time was effectively Electronic Arts Europe and Sega Europe as well as being a top-five European game publisher. At Edge, he devised and developed the brand name (which is well known through the very successful Edge magazine) and has more than 180 games to his credit. He has been involved in founding numerous organizations including the American Academy of Interactive Arts & Sciences (AIAS) and the British Academy of Interactive Arts & Sciences (BAIAS), as well as instigating the interactive media and game classes at University of Southern California in 1992. Tim has also written a number of books on videogames, most recently the first-ever book on games testing (Game Testing All in One, Thompson, February 2005) which he cowrote. His first book, The Spectrum Handbook, reached number five in the London Times Bestsellers List. Rhianna Pratchett is an award-winning writer for games, comics, film, and TV. She has wrestled the wild beasts of narrative on titles such as Heavenly Sword, Mirror’s Edge, the Overlord series, Tomb Raider, and Rise of the Tomb Raider. Her work has received awards from the Writers’ Guild of America, the Writers’ Guild of Great Britain, DICE, SXSW, and a BAFTA nomination. In the world of comics, Rhianna has worked for DC, Dynamite, Kodansha Comics, and Dark Horse, and she is currently writing film and TV projects with Film4, Narrativia, and New Regency. She likes hard liquor and soft cats. Coray Seifert is a program manager at Nvidia, working on the Omniverse team. A veteran game producer and designer with fifteen-plus years of experience for About th e Authors ix companies like Autodesk, THQ’s Kaos Studios, and the US Department of Defense, he has contributed to more than twenty-five games across mobile, console, PC, and VR/ AR including Catan VR, a #1-selling title on SteamVR/Gear/Go/Rift, Zynga Slingo, a #1-ranked title on Facebook, and AAA first-person shooters Homefront and Frontlines: Fuel of War. Coray has lectured at leading institutions like Rutgers, Penn, and NYU and advises students and new graduates as part of the International Game Developers Association’s mentorship program. He was elected to the IGDA Board in 2007 at the age of twenty-seven and still holds the record as the youngest board member in the organization’s history. Coray’s first career was as a signed recording artist, and he has the scars and stories to prove it. James Swallow is a BAFTA-nominated New York Times, Sunday Times, and Amazon #1 best-selling writer of over fifty books, including the Marc Dane action thrillers Nomad, Exile, Ghost, and Shadow, the Sundowners steampunk Western series, and fiction from the worlds of Star Trek, Doctor Who, 24, Warhammer 40,000, Halo, Stargate, and Blake’s 7. His games credits include several titles in the Deus Ex series, The Division 2, Ghost Recon Wildlands, Phantom Covert Ops, Bleeding Edge, and Disney Infinity: Star Wars, and many others. He lives in London and is currently working on his next project. Find him online at www.jswallow.com or on Twitter at @jmswallow. Andrew S. Walsh is an award-winning writer/director with credits across film, television, theater, radio, animation, and videogames. A man of many job titles, he has appeared as writer, director, speech designer, narrative designer, narrative producer, story consultant, script editor, motion capture director, camera director, voice director, story producer, storyliner, story editor, and once mysteriously as “t - by”—something which he can only attribute to being a tea-drinking Englishman. To date he has worked on more than eighty-five videogames including Unannounced, still unannounced, can tell you soon, Watchdogs Legion, Legend of Solgard, The Division 2, Fable Legends, Nosgoth, Prince of Persia, Harry Potter, Risen, Medieval II: Total War, LEGO City: Undercover, and Need for Speed: Most Wanted. His television credits include Raven, Emmerdale, Byker Grove, and Family Affairs, while his film work includes the English version of Professor Layton and the Eternal Diva.

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