Title | : | The Ultimate Guide to Video Game Writing and Design |
Author | : | |
Rating | : | |
ISBN | : | 158065066X |
ISBN-10 | : | 9781580650663 |
Language | : | English |
Format Type | : | Paperback |
Number of Pages | : | 272 |
Publication | : | First published January 8, 2006 |
• Aspiring game writers and designers must have this complete bible
There are other books about creating video games out there.
Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
The Ultimate Guide to Video Game Writing and Design Reviews
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So there are some good tips and knowledge in this book. It would be great for people interested in writing for games.
However, it is quite dated. Mostly in its really uncomfortable gendering of developers and players. In some cases it says things that are just wrong about players and the market, even for ten years ago. It also has a strong leaning towards the genre of shooter games and ignores the breadth of game genres. Whilst a book can only cover so much it would have been much stronger if it had avoided pushing the reader towards these incorrect assumptions. -
This book should really be entitled 'Beginners' Guide to Writing for Games.' There were a lot of chapters explaining the absolute basics of characters and storytelling elements in games. The kind of stuff that anyone with enough passion for writing and/or gaming will probably know already.
By the end I still have no solid understanding of what game writers and designers actually do. This important information - what to do as a writer for games - is mostly glossed over, with way too much focus on irrelevant stuff like how to get along with team mates in a project.
There were some really useful tools and templates, as well as a few good nuggets of advice. But these were few and far between, with plenty of fairly irrelevant filler content in each chapter. If you're going to read this, be prepared to skim.
Finally, there were a lot of editing issues with this book. Which, for a writing guide, doesn't instil confidence. -
By far, one of the best books I've ever read on writing, let alone writing for games. The templates and action items are enough to keep any aspiring designer busy until they're ready to get started on the collaborative process.
I've read it twice. Cover to cover. Fantastic. -
DNF. I made it about 40% of the way through which was a struggle. This book shows its age with terminology, ancient references, and sexism, indicative of the industry at the time (and ongoing 🙁). You can skim through and grab some good points but there are much better books out there.
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This book plainly and clearly explains what it takes to write for video games from a business perspective and the actual writing of the game. I found it very helpful.
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Very useful even if a little dated. The practical writing prompts can help people who want to write(not just video games) to start thinking like the professionals.
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A decent book outlining the fundamentals of game design and creative writing, but innovative insights were few and far between.
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3.5
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Very helpful and laid out wonderfully! I will come back to this to use their templates when I write my video game
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This is a pretty useful and insightful book, but lets get one thing out of the way: there's nothing "Ultimate" about it. Taking just around 200 pages, the book focuses on Writing first and foremost, and for writers wanting to get into the video game industry this is clearly a good resource. But Design gets the short end of the stick, to a point where I think the entire guide would benefit from cutting out those parts and focusing on the authors' forte.
The best parts of the book concern the day-to-day realities of working in the video game industry. Although the book is eight years old now, and certain things have changed dramatically, most of it is still up-to-date - which is more a symptom of how rigid and inflexible the core of the industry is, than a credit to the authors' advice (while solid, there's also nothing inherently timeless about it). If there's one reason to read it, that would be my pick.
An included game proposal helps to see how all the different elements that were talked about in the book are joined to create an actual document. That's also a helpful resource, and the idea for the game they describe there isn't bad, either! (though it does strike me as amusing that what they described in 2006 as an innovative game is pretty much par the course in 2014 - they basically describe a more combat-oriented and open-world Amnesia: The Dark Descent)
Everything else is fine, but not revolutionary. Still, I can recommend this book if you can borrow it from somebody (like I did). The prices I've seen on this one are rather high, and I can't say that this 260-pager is worth it. -
Was a pretty solid read for me. As a newbie who was looking for a good comprehensive guide on Game Writing and Design - I got various my time's worth. The honest insight, the rich narrative full of game references, the very useful templates and milestones that the book covers, really is relevant to the aspiring game writer or design that is about to embark into the gaming industry.
The only thing - if I must be nitpicky at all about the reading experience - was that at times the writer went off on a slight tangent, and that the content could have been organized differently. However, I still maintain that I took a lot more away from reading it than if I had opted not to. -
I'm very good with video games and I have a wide imagination so when I grow up I want to be a game designer. So recommend this book for people with great technology experiences, and a great imaginative mind. When I was a little younger I was always told you creative imagination of building or making is unable to do. This is what I say to that if you can think it then it's possible even if it's small like a model.
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Ultimate intro guide to story writing for games. Should be in any upcoming story-teller's arsenal, though, along with the DC Comics guide, Alan Moore's book on writing for comics, and King's "On Writing".
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This was a pretty good view of the process of creating a game -- from the game designer's perspective. Don't expect any code here.
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Due to length, this review can only be found at
http://behnamriahi.tumblr.com/post/10.... Thank your for your consideration. -
I didn't have to read much. I was only assigned to read a few chapters. What I did read I did enjoy. It's a good insight to another genre that I am fairly new to.