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Index
Cover Half-Title Title Copyright Dedication Contents Introduction
Who Am I, Anyway? Who Is This Book Aimed At? Theory, Practice, and Implementation Focusing on Indie Productions
How Is the Videogames Industry Structured?
Why Not Write About Writing for AAA?
Focusing on Writing Games Are Not Special
Therefore, the Intention of the Book How to Read My Perspective
PART I Theory
Chapter 1: Craft
What Do You Mean, ‘Storytelling Is a Craft’? Educated Fan, Amateur, or Professional The Material Context of Games Narrative Design Is Not Writing and Vice Versa The Different Layers of Writing in a Game Why Is Vocabulary Important?
Chapter 2: Vocabulary: Games
A Beginner Vocabulary for Game Development
Creative Director Tech Lead Art Roles Narrative Lead Programming Roles Design Roles Audio Programmer, SFX Artist, Composer Producer, Project Manager QA, Localisation, Community Manager, PR, Etc.
Process Vocabulary
Funding and Milestones Vertical Slice, Horizontal Slice, Demo, Playable Prototype, Early Access NDAs, Rights Assignment, and Revenue Shares Design Processes Story Tools Project Management and Collaboration Defining Your Process
Chapter 3: Vocabulary: Story Structure
The Tyranny of Film Structure
Acts Aristotle and Horace Freytag’s Pyramid The Monomyth and the Hero’s Journey Christopher Booker’s Seven Basic Plots
The Problem with All of This Where Else Might We Turn?
Promenade, Panorama, Pass It On Ibsen Crumbles the Walls of A Doll’s House Dada and Meaning-Making in a World of Meaningless Horror Brecht Boal Television So … I Have to Do a PhD in Literary Theory throughout History?
Chapter 4: Vocabulary: Story Components
Story Story-World Plot Subplots Narrative Writing Genre Form Setting Literary Devices
Deus ex Machina Red Herrings Dramatic Irony MacGuffins Cliffhangers Foreshadowing Set-Ups and Pay-Offs Reversals Allegory Imagery, Motifs, Symbolism Narrator(s)
Format Enough Vocabulary
Chapter 5: Games Writing As a Discipline
Writing for Games Writing for Speaking vs. Writing for Reading: Examples Some Affordances of Writing for Games What Is the Writing in the Game Supposed to Do? What Is Its Verb? Writing for a Player Character Choice Voice, Type, and Modality When Is Writing Not It? Building a Palette for Showing Not Telling Game-Specific Formats of Writing
Barks Found Objects Item Descriptions Lore Tutorial Text, Clues, Hints, To-Do Lists Menu and UI Text
Loc, VO, Accessibility, Style Guides, Proofreading Documentation, Proposals, and Design Meetings Scope Project-Specific Vocabulary What If the Writing Can’t Solve the Problem?
Chapter 6: Form-Led Design
What Is Form-Led Design?
Form-Led Thinking in Games Form and Craft: What Game Stories Can Learn from Other Storytelling Disciplines Dance Poetry Ceramics Live Art Radio Drama
Other Forms Conclusions
Chapter 7: A Note on Writing Comedy Chapter 8: Further Reading
Straight-Up Technique Workbooks Understanding Format Journeys in Writing Practices
Chapter 9: A Note on Ethics
PART II Case Studies
Chapter 10: Introduction to the Case Studies Chapter 11: Character and Dialogue in Life is Strange 2
Key Takeaways Further Reading
Chapter 12: Ethics and Adaptation in 80 Days
Key Takeaways Further Reading
Chapter 13: Format and the Heist in Last Stop
A General Note on Format in Last Stop The Heist Key Takeaways Further Reading
Part III A Practical Workbook
Chapter 14: Introduction to the Workbook
Know Thyself How Do You Learn? How Do You Work? How Do You Reflect? Pathfinding Practice Is Not Career
Tools
Chapter 15: Tools for Starting
Seeds Form-Driven Design
Form-Driven Design Sheet
Character Sheets
Character Design Sheet
Other Character-Creation Techniques World Sheets Place Design Sheets Applied Use of Sheets: Story-Driven Puzzle Design Puzzle Design Form Brief Setting
Chapter 16: Tools for Developing
Critical Response Theory
Roles
The Artist The Responder(s) The Facilitator
The Four Stages of Feedback
A Note on Playtesting Prototyping Developing Character: Dialogue
Writing Begins with Listening
Developing Story: Structure Learning to Edit Diagnosing What’s Wrong Advocacy, Diversity, and Representation Tools for Collaboration: Design Documentation Case Study: Gardens or Story?
Location_Name
What Happens When You Don’t Get What You Need? Writing Is Cheap Developing Your Practice
Chapter 17: Tools for Finishing
After Content Lock Quality Assurance Loc and VO Certification, Marketing, and PR Reviews Reflecting Portfolio Practice
Conclusion Select Glossary of Games Industry Terms Bibliography Index
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