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The Ultimate Guide to Video Game Writing and Design PDF

469 Pages·2012·1.95 MB·English
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Executive Editor: Robert Nirkind Project Editor: Steve Atinsky Production Manager: Katherine Happ © 2007 by Flint Dille and John Zuur Platten First published in 2007 by Lone Eagle Publishing Company, An imprint of Watson-Guptill Publications, the Crown Publishing Group, A division of Random House, Inc., New York www.crownpublishing.com www.watsonguptill.com Library of Congress Control Number: 2007922221 eISBN: 978-0-307-77491-0 All rights reserved. v3.1 TABLE OF CONTENTS Cover Title Page Copyright Acknowledgments LEVEL 0 Introduction LEVEL 1 The Influences of Storytelling in a Digital Universe LEVEL 2 Video Game Story Structure and Work Approach LEVEL 3 Game Story Theory and Dialogue LEVEL 4 Video Game Construction Techniques and Strategies LEVEL 5 Building Characters LEVEL 6 Steps to the Game Concept and Script LEVEL 7 The High-LEVEL Design Document LEVEL 8 Game Properties as Franchises LEVEL 9 Inside the Creative Process LEVEL 10 The Team and the Dynamics of Development LEVEL 11 Changes, Revisions, and Creative Criticism LEVEL 12 Getting Down to Business LEVEL 13 Career Considerations LEVEL 14 End Game: Wrapping It Up Game Glossary Appendix A: Backwater Game Design Document Appendix B: Sample Sequences Throughout our careers, we have met and worked with so many talented people who have helped us, influenced us, challenged us, frustrated us, occasionally paid us, and ultimately, given us the opportunity to work on a number of great projects. While we can’t possibly thank them all, we’re going to try anyway. Thanks to: Rich and The Confederates at Union; Cos of numerous missions; The villain from High Noon; WGAw New Media—Suzanne, Bruce, Tim, Dean; The Strike Team—Mike, John and Rod; Sir Francis Drake and the Descendants; The Not-So-Secret Agents—Larry, Jared; The Ruby Spearmen—Joe, Steve, Marty, Meg, Buzz; Warner Bros. Interactive—Jason, David, Heidi, Gary; ZM; Christian B.; Chris Swain, who is pushing the academic discipline. Also, thanks to Cliffy and the other Prime Justice Society; Dan Jevons; Dana and the Spectrobytes; The Neo-Cybertronians—Dan and Robb; The Legion of Superheroes—Mr. Nee and Ames; Artificial Minds: Remi, Denis, Christophe, Nathalie; Agent 13; Eric and The Big Easy, where we’ve smoked out ideas. The Lions and Tigers of Tigon, especially Carthaginian Vincent Barca and Sister Tanit; The Taxi Drivers, Dean M. and Joey; The CT-RPS Team—Dr. K., Joe, Jerome, Dick, David W., David A., Steven D., Danny, Paul, Chris, Eric, the Mensa Boys of ICT, and the non-attributables from some nominative corporation; The ‘Connections’ Alumnus—Col. John Warden, Major Matt, Evan, Dunnigan, Perla, Bon; Ed 209; Foo; The Kryptonauts and the sharks—Gary, David, Sergio, Marv, Sam, Chris; Drake and the Inquisitors; Ricky G.; Gary; Harris; Hildy; Howard B; Andrew and Gatewood from the class; and Eric and Vi from the Institute. In the beginning, there was Sunbow—Megatom, Joescream, Ultra Jayus, Carole and the Commandoes, and those who know the secret of Cybertron; The Code Monkeys; Nickelodeon—Ralph and Jenna; Jon Taplin and the Enigmites; Joseph, Alyssa and the AIAS; Luigi. The Quixotic Knights of Isix—Turmell, Welsh, Zito, Mary and Jerome Gary, Jim and Jim; King Gornishe; The T.R.A.X. Team—Peter, Matt, Renny, Chris, and Juliette, Gordon, Craig, Bob L., Larry; The P.F. Magicians—Rob, Mike; The Talisaurus; Rachel and the Cyber-warriors. Huge thanks to Legal Eagle and Pioneer of the real game—contracts—Richard Thompson; Rick, Tarrnie; The Backwater Boys—Scott and Rick; Sagard and The Barbarians—Sultoon Jazeer, Ergyg the Wastrel, Lucian; TSORG; John W., Douglas G., Louis N. and the Mnemonics; The Flying Yugarians, Leggy Peggy and various dear departed; The Attack Ships on fire off the shoulder of Orion. Skip Press; Seven; The Fire Studio; Starbreeze; Jack Slate and Andre; VUG (Sierra)—Pete Wanat; TSR Knights of the Pomegranate and Puce—Lorre, Warren, Ward, Grubb, Harold, Mary, Margaret, and the Battle Royale for the Future; The doomed West Coast comic folks—Justin, Lisa, Hildy, etc. and that whacky girl whose name escapes us; The Risk Treaty Breakers Society—Dave, Scott, Bill, Rod, Mike, Jeff; Fireblade Commander—Zach; The Soup Pee-er; The A-52 Debunk Team; Stan, Sandy and Mike F.; Stargate; Visual Concepts; Monolith; Stefanie H.; Gigawatt; Lin O., Jill D., Ray D., R.J. Colleary and John W., wherever you are. For Flint, a special thanks to: Terrie, Gwynna and Mr. Z; The Broken Coffeemaker; Paul, son of Jens, for excellent notes and encouragement. For John, a special thanks to: Gabriella, Jack and Kate; Mom, Dad, Sara and Justin; For Anna and Cees—your name lives on; Dr. O, The Marquis, Twenty-Cent Tony, Rico, Fred and Pocket Rockets; Big Mike, Ron and late night runs to Vegas, baby. EMBRACING CHAOS This book is being written in the heat of battle. As these words hit the computer screen, we have a multitude of other game, television, and film projects in various stages of development and production. There’s a meeting across town in two hours that we have to prep for, deadlines loom on the near horizon, and deliverables are in various stages of completion. In an ideal world, everyone we work with would cut us some slack and we’d have the comfort to focus entirely on one project, but life and opportunities don’t work that way. So, when the chance to write this book came along, we took it, eager to see where the journey might take us. We embraced the potential chaos because that is often where real inspiration is discovered. What you’ll find within these pages is highly informed by what is happening right now in the heart of the video game business. Hopefully, what we share with you is not unduly biased by the fact that the writing has often been interrupted mid-paragraph by calls from the publishers, developers, producers, designers, and representatives (and the occasional famous actor) we work with while making games. As with most creative activities, there are upsides and downsides. The upside is that the issues we discuss, the tips and techniques we share, and the realities of the business of game development are told from an in the trenches point-of-view. We have done our best to communicate our experiences and knowledge regarding the practical aspects of writing and designing video games with you. The downside is that the book is not a contemplative work that is meticulously structured and certain of its conclusions. There is too much flux in the video games medium for that; new platforms are arriving and new products are changing the ways we think. However, the methods and skills that we share are the way that we’ve successfully created and/or contributed to a multitude of hit games (and in the interest of full-disclosure, a few misses) as well as multiple-platform franchises over the years. They work for us, and we believe that they will work for you. We are not so arrogant as to believe that ours is the only way. If there were a sure path to success in the game business, then this would be easy. It’s not. We’re always open to new possibilities: every situation demands its own unique mix of strategies and tactics. We don’t have the magic solution or the ultimate answer. Instead, this book will provide a foundation for you to build on and help you avoid the inevitable problems you’ll encounter as you bring your game to life. Sorry, but the innovation is up to you.

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