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001 9781003182832
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040 _aOCoLC-P
_beng
_erda
_cOCoLC-P
020 _a9781000582680
_qelectronic book
020 _a100058268X
_qelectronic book
020 _a9781000582734
_qelectronic book
020 _a1000582736
_qelectronic book
020 _a9781003182832
_qelectronic book
020 _a1003182836
_qelectronic book
020 _z9781032023069
020 _z1032023066
020 _z9781032023052
020 _z1032023058
024 7 _a10.1201/9781003182832
_2doi
035 _a(OCoLC)1305915849
035 _a(OCoLC-P)1305915849
050 4 _aGV1469.34.A97
_bN53 2022
072 7 _aGAM
_x000000
_2bisacsh
072 7 _aGAM
_x010000
_2bisacsh
072 7 _aGAM
_x013000
_2bisacsh
072 7 _aUG
_2bicssc
082 0 4 _a794.8/3
_223/eng/20220125
100 1 _aNicklin, Hannah,
_eauthor.
245 1 0 _aWriting for games :
_btheory and practice /
_cHannah Nicklin.
250 _aFirst edition.
264 1 _aBoca Raton :
_bCRC Press,
_c2022.
300 _a1 online resource
336 _atext
_2rdacontent
336 _astill image
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
520 _aFocussing 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: Theoryand 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.
505 0 _aIntroduction -- Part I: Theory. Chapter 1: Craft -- Chapter 2: Vocabulary: Games -- Chapter 3: Vocabulary: Story structure -- Chapter 4: Vocabulary: Story components -- Chapter 5: Games writing as a discipline -- Chapter 6: Form-led design -- Chapter 7: A note on writing comedy -- Chapter 8: Further reading -- 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 -- Chapter 12: Ethics and adaptation in 80 Days -- Chapter 13: Format and the heist in Last Stop -- Part III: A practical workbook -- Chapter 14: Introduction to the workbook -- Chapter 15: Tools for starting -- Chapter 16: Tools for developing -- Chapter 17: Tools for finishing -- Conclusion
588 _aOCLC-licensed vendor bibliographic record.
650 0 _aVideo games
_xAuthorship.
650 0 _aVideo games
_xAuthorship
_xVocational guidance.
650 0 _aVideo games
_xDesign.
650 0 _aVideo games
_xDesign
_xVocational guidance.
650 7 _aGAMES / General
_2bisacsh
650 7 _aGAMES / Role Playing & Fantasy
_2bisacsh
650 7 _aGAMES / Video & Electronic
_2bisacsh
856 4 0 _3Taylor & Francis
_uhttps://www.taylorfrancis.com/books/9781003182832
856 4 2 _3OCLC metadata license agreement
_uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf
999 _c4980
_d4980